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Fractal Space News

UPDATE | 0.611

[color]DISCORD[/color]

[p] Join us on the official Discord server to talk about the game and the bugs you find![/p][p][/p]
[color]NEW[/color]
  • [color]Chapter 1 Dialogs[/color]: Some of the first Chapter’s dialogs have been re-written and re-recorded, others have simply been re-recorded, with the goal to make them more natural / slightly better acting. A few more improvements like this are planned for next EXP builds and future updates.

  • [color]Chapter 4[/color]: Final Maze area + Final Room: It is now possible to bring the two Cubes from the areas below the orange Maze area, in order to use them as well for the final puzzle with glass tubes. This might provoke new bugs - to be tested. They are no longer “smaller cubes than usual”, as the area was reworked to be acceptable with regular-sized Cubes. Various changes to reduce chances of accidentally triggering the Mines towards the last room.
[color]CHANGES[/color]
  • [color]Healthbar[/color]: Healthbar no longer has the 4 segments separation to avoid confusion. We’ll see if that’s better or not.

  • [color]Healthbar[/color]: Healthbar now becomes red, when extremely low Health, even if Hyper-Speed has not been acquired yet.

  • [color]Chapter 3[/color]: First fast-blinking lasers requiring Hyper-Speed, should no longer be skippable in any way, until Hyper-Speed is acquired. Was already very difficult, but some last remaining exploits could allow to skip them.
[color]BUGFIXES[/color]
  • [color]ALT+F4 Safety[/color]: ALT+F4 while saving, will now show “Please Wait” and exit the game safely as intended, instead of throwing a Steam error.

  • [color]Restart Shortcut[/color]: Pressing simultaneously Last Checkpoint (F10) and Restart shortcut (HOME) will no longer result in weird bugs (unable to Pause, unable to report bugs, unable to save at next Checkpoints), after restarting current Chapter.

  • [color]Healthbar[/color]: Fixed cases where healthbar would remain incorrectly red.

  • [color]Audio[/color]: Low Health heartbeat sounds would not be played, if the player Quick Loaded or Last Checkpoint into a save that had health below the “Low Health” threshold.
[color]21 SOLVED REPORTS[/color]
  1. [color]MAJOR BUG[/color] | 2155924995924 - A bug occurs when restarting a chapter and checkpoint simultaneously, causing a save issue that requires touching another checkpoint to resolve.
  2. [color]MAJOR BUG[/color] | 234012229124026 - A potential bug related to quick-saving/loading during relocation causes the screen to go black, but gameplay continues normally after pressing ESC.
  3. [color]MAJOR BUG[/color] | 1508602511232 - While using Hyper-Speed and pressing alt+b, the player dies from damage-over-time but skips the loading screen and experiences unintended Moon Gravity effects.
  4. [color]GAMEPLAY BUG[/color] | 81248510154 - The saving bug can still be triggered by hitting a checkpoint and restarting the chapter, leading to a critical game error if quitting with alt+F4.
  5. [color]GAMEPLAY BUG[/color] | 305321245132457 - An issue with the health bar not displaying correctly occurs, as it remains visually split and misleading despite health upgrades.
  6. [color]GAMEPLAY BUG[/color] | 405612248744343 - Players can bypass lasers and miss the Hyper-Speed upgrade in certain areas, which is problematic for gameplay progression.
  7. [color]GAMEPLAY BUG[/color] | 15792829436572 - Players can skip the giant Fan without hitting it, but hitting it will recharge dodge despite being unnecessary for falling through unharmed.
  8. [color]VISUAL BUG[/color] | 358211702083004 - Using hover near the new chapter 1 ending causes everything in that area to disappear.
  9. [color]VISUAL BUG[/color] | 287991228852448 - Flames damage while Hyper-Speed is active incorrectly turns the health bar red, even after picking up health packs.
  10. [color]VISUAL BUG[/color] | 168443770238009 - One side of a smasher is dark while the other is lit, creating inconsistency in lighting that seems illogical given the proximity of a lamp.
  11. [color]VISUAL BUG[/color] | 45404772501406 - Touching an invisible trigger while going back causes the lasers on the right to despawn without affecting anything else in the area.
  12. [color]VISUAL BUG[/color] | 4337024628444 - Hiding behind certain boxes causes the floor to disappear, possibly due to optimization issues.
  13. [color]VISUAL BUG[/color] | 2005322419415 - Restarting a chapter while loading a new objective carries over the objective to the new iteration.
  14. [color]VISUAL BUG[/color] | 26353821121479 - A method to unload the first part of chapter 1 involves jumping on a button, enabling Hyper-Speed, and dodging through fragile windows.
  15. [color]SUGGESTION[/color] | 162512669385136 - A suggestion is made to increase the fan's speed to ensure players cannot bypass fast-blinking lasers without Hyper-Speed.
  16. [color]NITPICK[/color] | 2405725381511 - Loading bars visually reset to 0 before completing their loading process.
  17. [color]NITPICK[/color] | 31572966345922 - A shadow from a sign remains visible when falling from the power core area.
  18. [color]NITPICK[/color] | 117522684461 - Generator explosions do not consistently damage players at close range, with damage occurring only at specific angles.
  19. [color]NITPICK[/color] | 424242190595404 - Moving the mouse inside a terminal causes the UV flashlight tutorial to loop indefinitely until the terminal is left alone.
  20. [color]LOCALIZATION[/color] | 347711935103512 - The word "byegnac" should be corrected to "biegnac" and improved to "biec".
  21. [color]LOCALIZATION[/color] | 4283016033297 - The word "recylcled" contains a typo and should be corrected to "recycled".

UPDATE | 0.610

[color]DISCORD[/color]

[p] Join us on the official Discord server to talk about the game and the bugs you find![/p][p][/p]
[color]NEW[/color]
  • [color]ALT+F4[/color]: Major rework of save system while exiting the game with ALT+F4. It used to be unsafe, and could result in broken Checkpoint saved data if you were to force-exit the game with ALT+F4 while the game was saving. Note that his is the case for most games out there. The only safe exit was using the proper Exit button of the game (or Main Menu, then Exit). It has now been changed to delay the ALT+F4 for a short time (‘Please Wait’ visible), in order to allow the game to complete the ongoing save (if any). It should now be equally safe to force-exit at anytime with ALT+F4, or use the proper Exit red button. Of course, I shouldn’t encourage you to exit any game with ALT+F4, but if you are ready to test this (maybe backup your save first), you can try to use ALT+F4 while passing checkpoints:

    [previewyoutube][/previewyoutube]
  • [color]Relocation[/color]: Added very short & fast fade-out effect when Relocating to make it feel less abrupt.

  • [color]Room Control Terminals[/color]: You can now use direct mouse clicks also on the objects themselves from the Map of Room Control Terminals, in addition to using the regular left-side buttons. It’s intended that this doesn’t work with gamepads or keyboard navigation - it just wouldn’t be practical. It does not work with moving objects (moving lasers etc), so a static general area to click is used for those instead (better this way, easier than having to chase moving objects):

    [previewyoutube][/previewyoutube]
  • [color]Room Control Terminals[/color]: In addition to ESC, Tab will now also leave Terminals.

  • [color]Optimizations[/color]: Most particles effects have been optimized further - the performance hit of having them enabled is still present, but reduced, and average framerate with them enabled is improved. Many other small effects have been further optimized. Low-end CPUs should benefit at least a bit from that.

  • [color]Optimizations[/color]: Major, dangerous optimizations were made to all Post-Process effects and input system. These might introduce new major bugs!

  • [color]Lens Flares[/color]: When setting is set to Partial, all static lights’ flares will be disabled, and only collectable objects and dynamic/blinking lights will have Lens Flares. It was meant to work like this, but wasn’t 100% working as intended. This allows to slightly increase performance on lower-end CPUs while still having Lens Flares for important elements (Taser shots impacts, collectable items, important lights, etc.):

    [previewyoutube][/previewyoutube]
  • [color]Dynamic Lighting[/color]: The setting will now impact the game’s small dynamic lights much more than before to help improve performance on older PCs, with and without Performance Mode:
    • Low: Most objects (IG Diaries / Insights, Cubes, Health/Ammo Packs) will no longer have small dynamic lights. This will significantly help low-end CPUs.
    • Medium: Similar to Low, but some important objects objects (Collectables, Cubes, Power Cores, Encryption Keys) will have small dynamic lights.
    • Maximum: All items (including IG Diaries, Moving Lasers, etc), will have small dynamic lights (just like previous versions).
  • [color]Performance Mode[/color]: While Performance Mode is ON, it now switches to Low Dynamic Lighting setting described above to increase performance further than previous versions. This may now cause a more noticeable stutter when toggling Performance Mode ON/OFF. If this is significant, please report as nitpick, and I’ll look into optimizing the Performance Mode toggling in the future (not urgent, though).
[color]CHANGES[/color]
  • [color]Camera Smoothing[/color]: Now back to ON by default. It was off by default in recent updates, because of various issues with it, that have now been fixed. You can still disable if you prefer no smoothing at all.

  • [color]Chapter 0[/color]: Enabling Screenshot Mode in Chapter 0 used to not work at all. It will now work as intended.

  • [color]Chapter 2[/color]: To avoid potential bugs like Bug 3272615566312, the game will no longer save while the cutscene to show the first shooting Camera starts. It will now only save after the cutscene is completed. If the player starts playing it, exits the game while it is running, then the player won’t see it again when they resume. That’s fine - and more acceptable than having save bugs related to exiting while the game is saving during the cutscene :wink: It’s possible that in the future, that cutscene will play every time you reach this point, as it may not be too annoying, since you can now skip it (this was made a once-per-game-ever cutscene, because at the time, it was unskippable).

  • [color]Chapter 3[/color]: Checkpoint in front of glass structures area (just after exiting Tunnel), will now respawn just below Zero-Gravity toggle button (just like Relocation), in case player has saved Checkpoint with Zero-G disabled (now safer). In addition, the Zero-Gravity toggle button, will only be usable once the player has reached closer to the space structure to make Checkpoints safer here. Finally, going down too much or falling, is now replaced by Imminent Termination here, because most cases of that are mistakenly falling to your death with Zero-G disabled, thus avoiding wait time, and ensures respawn will be valid using Checkpoint instead of Relocation.

  • [color]Upgrades[/color]: UV Flashlight Level 2 has been removed from the Pre-Alpha - Only Level 1 remains. This is to ensure the All Upgrades count is correct and Achievement too, considering it has no effect for now. It should no longer appear in available upgrades during End Game either. In future updates (when Chapter 5 is added), UV Flashlight Level 2 will be back.
[color]BUGFIXES[/color]
  • [color]Tooltips[/color]: Fixed a delay that could cause tooltips to take 0.5s to disappear. Will now disappear instantly as buttons are unhovered / moved away from using keyboard/gamepad navigation. Likely also fixed issue where tooltip would remain persistently visible during active gameplay.

  • [color]Safe Landing[/color]: Performing a Dodge while it was displayed, would cause it to hide temporarily. Should now be fixed and remain displayed while Dodging.

  • [color]Pause[/color]: Fixed various mouse/keyboard navigation switches when leaving Main Menu and Exit popups, which could lead keyboard navigation to no longer react until next switch to a new page.
[color]26 SOLVED REPORTS[/color]
  1. [color]MAJOR BUG[/color] | 342911326342219 - The code lock in the 7216 area becomes unresponsive after using the F10 key to return to the last checkpoint, preventing further progress.
  2. [color]GAMEPLAY BUG[/color] | 296804391948222 - The interface is unresponsive, making it impossible to click anything, possibly due to an issue with the terminal message not displaying.
  3. [color]GAMEPLAY BUG[/color] | 3804451486210126 - The player is unable to click anything despite button responses, and pressing Esc does not resolve the issue.
  4. [color]GAMEPLAY BUG[/color] | 3272615566312 - After resetting the save and reaching a checkpoint in Chapter 2, a cinematic did not play, leaving walls activated and rendering the camera ineffective.
  5. [color]GAMEPLAY BUG[/color] | 277422634604663 - There is an audio glitch in the vents where the player hears a falling sound continuously while descending a ramp.
  6. [color]GAMEPLAY BUG[/color] | 1330857757912206 - After completing Chapter 4 normally, a preview camera gets stuck in the main menu without any cheats or exploits being used.
  7. [color]GAMEPLAY BUG[/color] | 263251189612930 - The player can access infinite space without using debug mode, leading to an issue where a relocation countdown disappears after mispressing a button.
  8. [color]VISUAL BUG[/color] | 269291254102109 - In a bonus room, the cable connecting a switch and two mines is missing, leaving only its shadow visible.
  9. [color]VISUAL BUG[/color] | 75551205824929 - The glass windows in a specific area appear as low-transparency metal walls, failing to meet quality standards.
  10. [color]VISUAL BUG[/color] | 464716841123 - The screenshot mode does not function properly in Chapter 0, and keybind settings revert after relaunching the game.
  11. [color]VISUAL BUG[/color] | 159925507106 - A notification related to difficulty is untranslated in the game.
  12. [color]VISUAL BUG[/color] | 4829316109560 - Using Win+P to extend the screen causes issues with windowed mode, where the game incorrectly displays as borderless despite being windowed.
  13. [color]VISUAL BUG[/color] | 399242082354623 - When hyper speed and zero gravity are active, jetpack particle effects outpace the player during sprinting.
  14. [color]VISUAL BUG[/color] | 41982457581335 - A brightness tooltip appears outside of the brightness options, which could distract players and seems to be a new bug in this version.
  15. [color]VISUAL BUG[/color] | 30255471151383 - A similar brightness tooltip issue occurs in the pause menu.
  16. [color]SUGGESTION[/color] | 1367012941400 - A feature to manually enable/disable items by clicking on their screen locations would enhance interactivity.
  17. [color]SUGGESTION[/color] | 3904455853620900 - Adding the ability to click map icons to toggle them and allowing TAB to exit terminal screens would improve usability.
  18. [color]SUGGESTION[/color] | 209268815427 - Lowering the chapter 1 speedrun threshold to 1:29 could make it easier to break the current record.
  19. [color]NITPICK[/color] | 309082399352262 - There is a visible seam in the ceiling.
  20. [color]NITPICK[/color] | 1360029338498 - A light is missing a plane in a specific area of chapter 1, which is a significant issue.
  21. [color]NITPICK[/color] | 308561074792 - There is a long delay when launching FS on Linux, causing a 30-second waiting spike.
  22. [color]NITPICK[/color] | 12344717822251 - A cube is experiencing double-spawning, which may require further investigation.
  23. [color]NITPICK[/color] | 8051899592886 - Platforms can crush players, which is a recurring issue worth addressing individually.
  24. [color]NITPICK[/color] | 3154938814955 - A small power-up generator is incorrectly positioned.
  25. [color]NITPICK[/color] | 9552551381649 - A switch sound issue persists, and platforms visually disappear when about to crush the player, preventing harm.
  26. [color]NITPICK[/color] | 36522116501788 - Getting behind a specific terminal at the end of chapter 2 with zero gravity launches the player upward.

UPDATE | 0.609

[color]DISCORD[/color]


Join us on the official Discord server to talk about the game and the bugs you find!

[color]TEASER | VIDEO[/color]

Below is a short video with a few elements from latest 0.609!

[previewyoutube][/previewyoutube]
[color]NEW[/color]
  • [color]Safe Landing[/color] - Level 1 visuals have been reworked to take less space, be less noticeable, and simplified:



  • [color]Safe Landing[/color] - Level 2 visuals have been reworked to allow a larger preview monitor. Now a simple, lightweight square. It’s possible that it now feels too big? We’ll see. In the future you’ll be able to disable it (but not yet, please use it and test it 🙂):



  • [color]Scanner[/color] - From Scanner Upgrade Level 2, distance to the detected items will now be displayed!



  • [color]Chapter 1[/color] - More backtracking allowed – only affects NG+: After getting the Taser, then entering Lockdown room, the Relocations which prevented some amount of backtracking now allow to go back to nearly the Taser pickup area, to grab Curiosities / Recordings on the roofs or play the Bonus Room with the Taser. This is now allowed. To check for new bugs with this now-legal backtracking 😉
[color]CHANGES[/color]
  • [color]Chapter 1[/color] - Various changes to first Power Core Slot area to avoid hard-to-provoke softlock 17023803181460 and other variants. Some Relocation changes: now relocates inside 3600 after it's been entered once, instead of in front of the Power Core Slot.

  • [color]Chapter 1[/color] - Cubic Cauldron entrance to Many Mines Room has changed, shouldn’t be able to perform bug 429842663099747 anymore. The exit of this room has changed too!

  • [color]Chapter 2[/color] - The checkpoint before the Heads-up lift will now save even if the player skips without deploying the Bridge.

  • [color]Chapter 2[/color] - Fixed Imminent Termination bypassing when dropping down the first room. Worst case scenario, you'll now get a Relocation instead.

  • [color]Chapter 2[/color] - “Do names exist for you?” dialog has been removed. Will be slightly different later on PC and removed for technical reasons.

  • [color]Keypads[/color] - Keypad buttons will now react instantly when left mouse button is pressed down (instead of On Click). Same as Room Control Terminals, now more reactive for Speedrunners. Could potentially break minigame buttons with keyboard/gamepad – please test these too 😉.

  • [color]UI Navigation[/color] - Pressing any keyboard key no longer switches UI navigation from Mouse to Keyboard. Only Arrow Keys, TAB, and SHIFT+TAB will do this. May break navigation in some pages – keep an eye on it 😉.

  • [color]Quick Save & Relocations[/color] - Entering a Relocation while a Quick Save is being written now cancels the save and shows Quick Save Cancelled. Previously only worked on first frame – now reliable, fixing bug 1628818152340.

  • [color]Quick Save / Quick Load[/color] - Anti-spam delay reduced by half, still present to prevent spam abuse.

  • [color]Screenshot Mode[/color] - No longer requires holding the key! Now uses SHIFT + F7 by default. If remapped, SHIFT is no longer required. Warning Notification and 2s delay now only show once per Save Reset. Shortcut is disabled in DEBUG mode.

  • [color]Achievements[/color] - Shoot 20 MinesShoot 20 different Mines, Explode 50 MinesExplode 50 different Mines. Prevents Quick Load farming. New unique Mines destroyed/shot stats added to the Statistics page.
[color]BUGFIXES[/color]
  • [color]Bug Reporting[/color] - Fixed various edge cases in which the game could break when requesting to report a bug during pause transitions. The game no longer allows reporting bugs during these transitions.

  • [color]Calibration[/color] - Brightness and other calibration settings were not correctly applied to Cutscenes in some cases. Should now be working properly.

  • [color]Water[/color] - There were still cases in which LOW quality water appeared washed-out / gray / white instead of the intended blue-ish color. Should now be fully fixed and LOW quality water should look correct.

  • [color]Chapter 1[/color] - Fixed Relocation loop softlock if player skips the door that closes in front of them in the red room with saws (before the first Bridge outside), then explores that room again after going outside (by Dodging back inside from below).

  • [color]Chapter 1[/color] - Fixed Relocation loop softlock if player shoots the Platforms button that helps reaching the Taser, after having already picked up the Taser and backtracked from the Lockdown room.

  • [color]Chapter 2[/color] - If you explore the roof of the first room (even though it’s not fully supported yet), while the Smasher is active, it will no longer appear to go through the ceiling, as it’s now aligned with a hole in the ceiling.

  • [color]Pre-Alpha / Demo[/color] - When automatically returning to Main Menu (CH1 end in Demo, or CH4 in Pre-Alpha), it is no longer possible to Pause the game during the final fade-out.
    This is to prevent various possible exploits, and is intended.
    Does not affect other Chapter transitions (intended).

  • [color]Reset Save[/color] - If you used Reset Save and didn’t restart the game before launching a New Game, some Statistics page entries could be incorrectly loaded from the previous save state instead of being reset. This is now fixed.
[color]32 SOLVED REPORTS[/color]
  • 1) MAJOR BUG | 17023803181460 - A video is provided to explain a major bug without further details.
  • 2) MAJOR BUG | 1628818152340 - A specific sequence of actions can lead to a black and white screen indicating a bug.
  • 3) MAJOR BUG | 429842663099747 - Encountered a confusing situation where a terminal appears usable but is not interactable, leading to a potential softlock.
  • 4) MAJOR BUG | 3788946166857 - A sequence of actions in New Game+ results in a softlock after interacting with a relocation zone.
  • 5) MAJOR BUG | 33767161467681 - Flamethrowers in Chapter 4 do not disable after completing challenges, preventing level progression.
  • 6) GAMEPLAY BUG | 335833928366918 - Players can exploit a pillar to climb over a wall.
  • 7) GAMEPLAY BUG | 640730451581 - Quick saving inside a relocation zone can bypass the timer.
  • 8) GAMEPLAY BUG | 1456625220470 - A specific sequence of pausing and pressing Alt+B can trigger an unintended effect.
  • 9) GAMEPLAY BUG | 3267712733256 - Pressing Alt+B during the pause menu can lead to an unintended frozen state in the game.
  • 10) GAMEPLAY BUG | 18453757432530 - Achievements can be easily obtained through quick-saving and loading, which may undermine their intended challenge.
  • 11) GAMEPLAY BUG | 3015335970310276 - A vent in Chapter 3 spawns open, which may not be the intended behavior.
  • 12) GAMEPLAY BUG | 1445417584613 - Dying on a lift causes respawn at an earlier checkpoint, raising concerns about checkpoint functionality.
  • 13) GAMEPLAY BUG | 438052500304316 - Players can access a room through a vent, which may not be intended.
  • 14) GAMEPLAY BUG | 386302714974710 - It is possible to survive contact with one of the Criss-Cross lasers by quickly stepping away.
  • 15) GAMEPLAY BUG | 64363966726917 - A humorous remark about recurring bugs suggests they keep returning despite fixes.
  • 16) GAMEPLAY BUG | 358871719993090 - The player can become stuck in a vent or be phased through a wall when interacting with it.
  • 17) VISUAL BUG | 416767822911992 - A bridge is protruding unexpectedly.
  • 18) VISUAL BUG | 3248026216882 - The left-hand animation fails to play when interacting with a specific switch, unlike other switches.
  • 19) VISUAL BUG | 333022656254623 - Jumping after loading a room from outside causes a visual glitch.
  • 20) VISUAL BUG | 381325160532 - Activating and deactivating Hyper-Speed results in a bluish tint on the screen until the game is paused and unpaused.
  • 21) VISUAL BUG | 36681394562495 - Brightness settings in cutscenes revert to previous levels after being changed.
  • 22) VISUAL BUG | 1388915450516 - The screen remains gray after going out of bounds.
  • 23) VISUAL BUG | 23246608621520 - A cutscene appears pitch black while gameplay is significantly brighter, highlighting inconsistency.
  • 24) VISUAL BUG | 361862132567578 - The dodge icon remains visible under certain conditions, and the upgrade counter displays incorrect values after restarting the chapter.
  • 25) SUGGESTION | 433602727014067 - A suggestion to enhance the Hyper-Speed effect with visual elements to improve player experience.
  • 26) NITPICK | 3727365747910078 - Aesthetic concerns regarding the elegance of a certain visual element.
  • 27) NITPICK | 28748395931380 - A lamp inside a vent is illuminating the floor inappropriately, causing visual inconsistencies.
  • 28) NITPICK | 409391169464267 - Noted a leak in the vent area.
  • 29) NITPICK | 38983813051415 - Walls on either side are protruding slightly.
  • 30) NITPICK | 2611616122536 - Green light rapidly turns off when moving the camera, possibly indicating a GPU issue.
  • 31) PERFORMANCE | 32901745072576 - Input lag when clicking numbers and cursor auto-centering issues on keypads may be related to low FPS.
  • 32) LOCALIZATION | 25361814931404 - The curiosity of the laser is not translated into Brazilian Portuguese.

UPDATE | 0.608

[color]PLEASE RESET SAVE![/color]
Please reset your save with the Reset Save button in the Main Menu, as this update has many significant changes that will require a fresh new save for Lore tablets to be counted properly, some new statistics and Achievements to work, etc.

In addition, you can now reset Achievements (recommended too for this update, as many were removed / changed / implemented)
[color]DISCORD[/color]


Join us on the official Discord server to talk about the game and the bugs you find!

[color]TEASER | VIDEO[/color]

Below is a short video with a few elements from latest 0.608!

[previewyoutube][/previewyoutube]

[color]NEW[/color]
  • [color]Chapter 2[/color] - All instant-death from void falls have been removed. Now replaced by either Relocations or Imminent Terminations, depending on the situation. May introduce new bugs — to be tested! Overall now more consistent with the new logic of Chapter 1 and Chapter 3.

  • [color]Chapter 3[/color] - Now has mostly no more sudden death when falling into the void. Most of these cases are now replaced by Relocations, with only one Imminent Termination remaining. This makes Chapter 3 more consistent with Chapter 1’s new logic of no sudden death by void. To be tested — this could provoke new bugs or exploits.

  • [color]Brightness Calibration[/color] - Now also affects Taser rendering:

  • [color]Flashlight Intensity[/color] - You can now adjust Flashlight Intensity in Brightness Calibration:

  • [color]Achievements[/color] - Added 4 new Achievements, related to Mines, along with new entries in the Statistics page!

  • [color]Achievements[/color] - Removed unobtainable Achievements, and adjusted all others to allow 100% completion based on current content. As more Lore items and Terminals are added, these Achievements will be updated accordingly. Might be worth resetting your save and Achievements for this update to fully test them again.

  • [color]Performance Mode[/color] - You can now toggle it ON / OFF with a gamepad! It may become remappable in the future, but not yet. For now, press Dpad UP while holding Flashlight input (default: Right Stick pressed down).
[color]CHANGES[/color]
  • [color]Chapter 1[/color] - Dual Cubes with Cages Room: Softlock is now prevented by allowing the Reinitialize Cube button to respawn both Cubes instead of only one. Picking up either Cube will enable the button again.

  • [color]Hyper-Speed[/color] - The view distortion effect while active now also affects Taser rendering, and the distortion has been significantly reduced.

  • [color]Hyper-Speed[/color] - While active, the screen is now less saturated (intended). Previously it was more saturated while active. Feedback will determine whether to revert this change or not.

  • [color]Achievements[/color] - Due to the major changes removing instant-death from void falls (now replaced by Relocations or Imminent Terminations), the Lost in Space Achievement has been removed. It became very hard or impossible to obtain or guess correctly. If suggested, it might be re-added later for the few remaining Imminent Termination cases — but undecided for now.

  • [color]Camera Smoothing[/color] - This option is now disabled by default. This might be reverted in the future to be ON by default. We’ll see how new players feel about this change – as having it on does feel overall smoother for most.
[color]BUGFIXES[/color]
  • [color]Quick Save / Quick Load[/color] - A new system was added to make Checkpoints safer. A very rare bug could cause incorrect object states after loading a Checkpoint or using Quick Load. Most likely fixes bugs 210733402855813 and 248371210802147. Should now be fully fixed and safer than ever before 🙂

  • [color]Pause[/color] - Fixed undesired invincibility frames exploit for 0.5s after unpausing the game.

  • [color]Cameras[/color] - Fixed a bug that caused Cameras to detect the player even while the game was paused.

  • [color]Brightness Calibration[/color] - Entering the Calibration screen while Hyper-Speed or Relocation is active will now disable all current visual alterations temporarily.
    Correct effects (grayscale, desaturation, etc.) are restored upon resuming gameplay.

  • [color]Achievements[/color] - Fixed delayed progress and unlocks. Also fixed Fragile Windows and Generators Destroyed counting bugs. Should now be fully functional.

  • [color]Reported Bugs[/color] - Many reports have been resolvedplease check the summary of solved reports below!
[color]64 SOLVED | REPORTS[/color]

Below are all the player-reported bug reports and suggestions now solved:
  • 1) MAJOR BUG | 2943934397647 - A checkpoint can cause a door to disappear, leading to a softlock if the player falls through the floor.
  • 2) MAJOR BUG | 210733402855813 - A platform fails to move after loading from a checkpoint, potentially causing a softlock for some players.
  • 3) MAJOR BUG | 2959971661212391 - Achievements are triggering at incorrect times, similar to a previously reported issue.
  • 4) MAJOR BUG | 384882700114593 - Dropping the highest cube out of reach results in a softlock, as it cannot be retrieved.
  • 5) MAJOR BUG | 101491334065481 - A significant visual bug in Chapter 3 has been discovered, which was previously unnoticed.
  • 6) MAJOR BUG | 429842663099747 - Encountering a terminal that appears usable but is not interactable leads to confusion and potential softlock.
  • 7) MAJOR BUG | 384173059255377 - Pausing during the Chapter 4 end transition prevents unpausing and exiting the options menu.
  • 8) GAMEPLAY BUG | 1103740192891 - The "Blow up generator" achievement can be unlocked by destroying a mini generator, which is unintended.
  • 9) GAMEPLAY BUG | 12262800741700 - A wall in the game causes instant death upon contact, as demonstrated in a video.
  • 10) GAMEPLAY BUG | 1816634603112485 - A cutscene only plays once when entering a room, preventing players from experiencing it again and potentially leading to a softlock.
  • 11) GAMEPLAY BUG | 462461100431919 - The camera can still detect players while paused, causing inconsistencies with the camera light indicators.
  • 12) GAMEPLAY BUG | 3217932791011745 - Dodging after falling can result in an unintended relocation to a different area, bypassing significant gameplay sections.
  • 13) GAMEPLAY BUG | 95542003637785 - Lasers are functioning as death barriers despite not being properly configured.
  • 14) GAMEPLAY BUG | 590871865620517 - A door fails to open, causing confusion during gameplay.
  • 15) GAMEPLAY BUG | 5333514402090 - Quick-loading in a specific scenario misaligns a mirror, complicating its retrieval and connection without using rotation controls.
  • 16) GAMEPLAY BUG | 302024784084696 - The cube experienced phasing issues when moving right, which resolved after reinitialization.
  • 17) GAMEPLAY BUG | 480511002002382 - The user was unable to move after reporting a bug, highlighting a potential interface issue.
  • 18) GAMEPLAY BUG | 2721417855320 - The new F11 bind prevents upgrading the hover feature.
  • 19) GAMEPLAY BUG | 36135988051704 - Perfect pause timing allows players to phase through the laser wall and access a de-loaded area.
  • 20) VISUAL BUG | 1085846403947 - A camera movement in CH0 causes a strange screen effect that can be resolved by enabling PM.
  • 21) VISUAL BUG | 418221294493625 - Clipping issues occur with the bridge and hyper-door against the pillars, which may mislead players.
  • 22) VISUAL BUG | 234384836648566 - A door and part of a wall flicker on and off when moving back and forth in a specific location.
  • 23) VISUAL BUG | 2710723608275 - The label is displayed above its intended border.
  • 24) VISUAL BUG | 185222389524407 - Completing only the upgrade terminal in a bonus room incorrectly shows the completion percentage as 33% instead of 50%.
  • 25) VISUAL BUG | 417901426984098 - The top part of a lamp is clipping into a pillar.
  • 26) VISUAL BUG | 263412259044176 - Zooming in on an information tablet displays a TAB icon despite no secondary text being present.
  • 27) VISUAL BUG | 260693524196274 - Using "always visible timers" hides the timers when entering a keypad or terminal until TAB is pressed again.
  • 28) VISUAL BUG | 34556109152918815 - The screen appears bugged with a 4:3 aspect ratio and black boxes on the sides, along with oversized text and visibility issues for the third camera.
  • 29) VISUAL BUG | 4391881409822752 - The "always-on timers" option does not consistently function, causing timers to disappear unexpectedly.
  • 30) VISUAL BUG | 3017929593310914 - Pausing just as the player's hand touches a lever causes the lever to move during the pause screen.
  • 31) VISUAL BUG | 672662723518121 - A blue wall and upper laser emitters are observed, despite settings being on maximum and no UV flashlight enabled.
  • 32) VISUAL BUG | 324941666386357 - Holding the tab key while dying seems to trigger an interesting visual effect.
  • 33) VISUAL BUG | 43022325893940 - The tip remains red even when saturation is set to zero.
  • 34) VISUAL BUG | 280371397312963 - The taser does not appear in black and white filter as expected.
  • 35) VISUAL BUG | 48000975802300 - Saturation settings do not affect lens flares, which may lead to misleading reports.
  • 36) VISUAL BUG | 1498533757594 - Adjusting brightness settings in a relocation zone removes the grayscale filter.
  • 37) VISUAL BUG | 1243730035785 - The Speedrun Mode interface appears during loading screens due to key spamming, causing visibility issues.
  • 38) VISUAL BUG | 1173593722033 - Visual elements appear to "despawn" at the last second of relocation.
  • 39) AUDIO BUG | 4000760190217489 - A dialogue plays unexpectedly when shooting a fragile wall from outside.
  • 40) SUGGESTION | 1671371328120340 - Debris in tight spaces causes damage, suggesting fragile walls and glass shards should have no player collision in Speedrun Mode.
  • 41) SUGGESTION | 2443572808220735 - Fragile wall debris can be frustrating for normal players, indicating a need for consideration in design.
  • 42) SUGGESTION | 2069822966846 - A checkpoint is needed inside a room to avoid long backtracking after dying to lasers.
  • 43) SUGGESTION | 299391028713816 - An arrow indicator is suggested for better navigation in a specific area.
  • 44) SUGGESTION | 92413941303711 - Flashlight brightness and range should adjust with brightness changes to improve visibility.
  • 45) SUGGESTION | 22987544291899 - A report is made regarding the need for imminent death warnings in certain areas for better player awareness.
  • 46) SUGGESTION | 1555121460926 - Suggestion for a new achievement titled "Mine, oh mine" for getting killed by a Mine.
  • 47) NITPICK | 1445967769311723 - A collision issue allows players to phase through an object with orange lights when using the smasher.
  • 48) NITPICK | 4142829513910438 - Falling from the edge of the jetpack platform still grants the "Bridge" achievement, which may not be intended.
  • 49) NITPICK | 2504847236912263 - A previously reported bug was noted as fixed, but it may not be completely resolved.
  • 50) NITPICK | 269233357811985 - A collision issue prevents shooting certain fans, which are not affected by taser shots as expected.
  • 51) NITPICK | 808915327615 - The mirror is respawning incorrectly below the Relocation trigger, which should not happen.
  • 52) NITPICK | 3980013446236 - Auto-aim malfunctions when multiple mines are placed too close together.
  • 53) NITPICK | 45115837131464 - Walls in the game are misaligned or offset.
  • 54) NITPICK | 15128732231272 - Two windows are experiencing z-fighting issues.
  • 55) NITPICK | 16834833732906 - A smasher visually passes through a pillar, which looks unrealistic during gameplay.
  • 56) NITPICK | 10819556862443 - Electric sparks appear too high above the water and disappear inconsistently when pausing the game.
  • 57) NITPICK | 41882389922924 - Using Hyper-Speed allows players to see an ammo pack's lens flare before it has spawned.
  • 58) NITPICK | 187381423785278 - Light from the electrified water room is visible through the walls.
  • 59) NITPICK | 23509423751741 - A sound issue occurs when respawning, with inconsistent audio feedback when dying to lasers.
  • 60) NITPICK | 466073737866402 - Sliders in the game are overlapping each other.
  • 61) NITPICK | 88529902245 - The sprint pending icon appears in the menu but not on loading screens, and there is a potential fix for the post-CH1 chapter music issue.
  • 62) NITPICK | 42667131769522720 - There is a misalignment issue with Charles in Chapter 1's bonus room.
  • 63) NITPICK | 47504840584 - The taser impact does not register correctly with the camera as expected.
  • 64) LOCALIZATION | 19923110338784 - The Czech localization incorrectly translates "Extreme" as "Ekstremni" instead of the correct term used in the pop-up menu.

UPDATE | 0.607

[color]PLEASE RESET SAVE![/color]
Please reset your save with the Reset Save button in the Main Menu, as this update has many significant changes that will require a fresh new save for Lore tablets to be counted properly, some new statistics and Achievements to work, etc.

In addition, you can now reset Achievements (recommended too for this update, as many were removed / changed / implemented)
[color]DISCORD[/color]


Join us on the official Discord server to talk about the game and the bugs you find!

[color]TEASER | VIDEO[/color]

Below is a short video with a few elements from latest 0.607 and 0.604-0.606 update cycles!
[previewyoutube][/previewyoutube]
[color]SAFE LANDING | VISUALS[/color]

A few visual improvements for Safe Landing upgrade.
[h3][color]Safe Landing – Level 1[/color][/h3]
  • Now much smaller vertically than before. It used to be the same size as Level 2, even though it doesn’t display a preview monitor.
[h3][color]Safe Landing – Level 2[/color][/h3]
  • The preview monitor is now less saturated (may become fully black & white or more saturated later, depending on feedback), uses a black background (was previously transparent, which was confusing), and now features scan lines to make it feel more like a monitor and less distracting than previous versions.
  • The triangle arrow/icon is hidden to obstruct less of the preview.
  • The distance moved display has been moved to the upper right of the Safe Lander to avoid blocking the preview.
  • Also slightly smaller vertically:


[color]SAFE LANDING | BEHAVIOR[/color]
It is now intended that display conditions are NOT consistent between Level 1 and Level 2this is not a bug. Each level serves different goals.
Originally posted by #FFA500
[color]WARNING:[/color] In the future, you’ll be able to disable Safe Landing.
Speedrunners will prefer it OFF—as they don’t need it.
However, it exists mostly to help more casual players, especially on consoles (or PC with gamepad).
When testing and providing feedback, please try to put yourself in the shoes of a new player, and use a gamepad if possible (as fast mouse movement to check below is not possible).

[h2][color]SAFE LANDING | LEVEL 1[/color][/h2]
  • Helps you know if it’s safe to land again directly below.
  • Only appears when a hazard was detected at least once below the player while airborne, or when the player has been flying over empty space and is now above safe ground again.
  • Shown rarely, since it does not include a preview camera.
  • May show some (not all) lower limits (Relocations / Imminent Deaths) slightly in advance.

[h2][color]SAFE LANDING | LEVEL 2[/color][/h2]
  • Same as Level 1, but with added functionality: Helps adjust landing more precisely on safe ground.
  • Will not display immediately when jetpacking or jumping over already-safe ground, to avoid constant blinking in interiors or safe areas.
  • Only appears when the player is in mid-air AND flew over void (unsafe) OR hazard.
  • Remains displayed until the player lands again, since the preview monitor helps you adjust your landing without needing to look down.
  • Now detects Healthpacks and Energy Packs separately from general Hazard / Ground.
  • Example: Lets you land on a Healthpack while still looking upward to aim and shoot at a button—no need to look down with a slow joystick while using a gamepad.
[color]NEW[/color]
  • [color]Dodge & Windows[/color] - Improved Dodging through Fragile Windows to break them even more easily, and ensure that vertical Dodging (upwards and downwards) into a Fragile Window works smoothly again as it did in 0.603. 😉 It should now feel even better than before.

  • [color]Brightness Calibration[/color] - New page in Graphics Options to calibrate your screen with separate controls for Brightness, Contrast, Saturation, and Bloom Intensity:

    • Default values match 0.603 for optimal experience on most TVs and monitors.
    • Disabled when Performance Mode is ON (intended).
    • Switching between Medium and Maximum Tonemapping requires readjustment—identical values cannot produce the same results (SDR vs HDR).
    • Instead of showing an image (which is usually inaccurate), the game now previews the current in-game view (while paused) or the Main Menu background to provide more accurate adjustments:
  • [color]Tonemapping:[/color] Now a required feature and always ON, with Medium or Maximum as selectable options:

    • Brightness Calibration requires at least Medium Tonemapping, and all lighting is designed around it.
    • To fully disable Tonemapping, you must enable Performance Mode (F2).
    • For the darkest visual experience, use Maximum Tonemapping.
  • [color]Extreme[/color] - Quick Save / Quick Load is now disabled in Extreme difficulty unless Debug Mode is enabled (for bug reproduction/testing). 😉

  • [color]Chapter 0 → 1 Transition[/color] - Background loading has been significantly optimized:

    • The massive 10s stutter when dropping the Box on the Pressure Plate should no longer happen on 90% of PCs.
    • Low-end CPUs may still experience stutters, but they should now be acceptable compared to versions 0.604–0.606.
  • [color]Loading[/color] - In general, loading times across Chapters should now be slightly faster.
  • [color]Room Control[/color] - Clicking interface buttons very quickly could cause misclicks. This has now been fixed and is more reactive—no misclicks should occur even when speedrunning. 😉

  • [color]Chapter 1 Relocations:[/color] Chapter 1 no longer uses death by falling into void or Imminent Terminations. All such situations are now handled with Relocations:

    • Void falls: Now uses a short 1s Relocation instead of waiting 3s for death.
    • Bypassing horizontal limits: Uses a longer 3s Relocation to allow backtracking.
    • Sky limits: Mostly removed, but if encountered, use a 5s Relocation (non-dangerous exits).
    • Relocations now support different delays and different behaviors for each direction (lower, upper, side), including whether to play “limit” dialogs or not.
  • [color]Healing Animation[/color] - The left-hand animation is now much faster in Speedrun Mode, to better match instant healing behavior in that mode.
  • [color]Achievements Reset[/color] - With many changes to Achievements, you can now reset all Achievements and Steam Stats via a new checkbox. Just tick Reset Achievements in the Reset Save confirmation popup to test the new system.
  • [color]Achievements[/color] - Me First! Achievement is now implemented (in theory).
  • [color]Achievements[/color] - New Pablo Achievement! It must remain easy, so it's only about destroying Pablo 🙂 – either with a Smasher, or by falling into the void.
  • [color]Dynamic Soundtrack[/color] - Further optimizations were made, which may delay the start of the Chapter 1 soundtrack when transitioning from Chapter 0 or starting Chapter 1. This delay shouldn’t cause sync issues, and is designed to reduce load on low-end CPUs. It is unnoticeable on mid/high-end systems.
  • [color]Dialogs[/color] - Similar optimization made for audio dialogs.
    Please report if you notice significant stutters or delays when dialogs play.
  • [color]Fragile Windows[/color] - Significantly increased texture quality, now look more realistic:
  • [color]F11[/color] - Now toggles between Borderless and Windowed display types without needing to access options. It will not toggle Fullscreen (use Options for that). Screenshot Mode has been moved to F7 by default, and now requires a 1s hold.
  • [color]Tablets[/color] - Regular and Lore Tablets now respawn if they fall into the void or get crushed. This may cause new bugs—please test! Helps prevent losing them by accident before reading.
  • [color]Speedrun Mode[/color] - Retractable Walls now move faster while in Speedrun Mode. Please report any cases where this breaks gameplay!
  • [color]Always-On Timers[/color] - New option in ACCESSIBILITY tab:
    If enabled, Speedrun Timers will remain visible at all times during gameplay—except during Room Control and minigames, to avoid UI obstruction:
  • [color]Auto-Pause[/color] - New option in ACCESSIBILITY tab:
    If disabled, auto-pausing when the game loses focus is turned OFF. [color]WARNING:[/color] Speedrun Timers will still run—so keep this option enabled to ensure ALT+TAB doesn’t affect runs (default: ON).
  • [color]Chapter 0[/color] - It’s now raining in Chapter 0!
    Includes physically-based rain drops, on-screen droplets, and different rain sounds when near the Box, Pressure Plate, or water areas:
  • [color]Chapter 1[/color] - The new NG+ slopes that appear the first time you reach the outside now only appear after an NG+ button interaction, to prevent them from floating into view prematurely.
  • [color]Chapter 1[/color] - Check out Pablo in NG+ or in NG with Speedrun Mode ON 😉 He will now be destroyed if squashed by a Smasher and is easier to move around by shooting him—for added fun!
  • [color]Chapter 3[/color] - Approaching the Cube now triggers a dialog (currently silent) noticing that the sun is moving.
  • [color]Chapter 4[/color] - The many flames area near the Processing Center was updated: Now longer flame exposure and more intense damage over time makes it clear that you must disable the flames to survive (intended).
[color]CHANGES[/color]
  • [color]Chapter 0[/color] - In efforts to make the Pandora drop on Pressure Plate safer, it will now only activate the Pressure Plate if the Box is moving slowly:
    • If it “passes by too fast”, it will not activate it (intended).
    • In addition, when it does activate the Pressure Plate, the Box will be force-stopped.
    • Not realistic, but fine for safety and avoids bug 1717590139. To be tested—it may create new bugs.
  • [color]Chapter 0[/color] - It now also requires the Box to be more centered inside the Pressure Plate for it to be pressed down.
  • [color]Speed-o-meter[/color] - Now moved higher on screen to avoid interfering with Safe Landing display.

  • [color]Upgrades[/color] - Upgrades count in PAUSE menu was not updated by Debug Mode changes:
    • Now it is—whether adding or removing upgrades in Debug Mode.
    • It still won’t unlock Achievements via Debug.
    • This avoids players reporting invalid bugs about upgrades counter.
  • [color]Healthbar in Speedrun Mode[/color] - Progressive Healthbar animations are now removed in Speedrun Mode:
    • Previously, animations created a 0.2s delay between real health and shown health.
    • Speedrunners now get accurate instant display of health.
    • Additionally, Healthbar appears faster when taking damage/healing.
    • A 0.1s delay remains only if Healthbar was hidden and needs to appear with updated value.
  • [color]Chapter 1[/color] - Platforms before Taser Room (and the third one to return) are now twice as fast in Speedrun Mode.
  • [color]Chapter 1[/color] - Taser Room: The softlock prevention system for Cubes only activates if Dodge is not unlocked, since Dodge allows recovery.
  • [color]Chapter 1[/color] - Cannot bring all 4 Cubes from the Cubic Cauldron Bonus Room into the rest of the level anymore.
  • [color]Chapter 3[/color] - After the Leaf Bridge, the “bigger on the inside” corridor now has the mini-generator placed in front of the button. This helps Speedrunners interact faster while still preventing door pre-opening before entering.

  • [color]Chapter 3[/color] - If player uses a previous Power Core to open the Cube’s Crypto-Locator Door:
    • Will instantly show the next objective
    • Skip the Cutscene since it’s already accomplished
    • Objective won’t re-show when entering the center
  • [color]FPS Counter[/color] - Now updates every second instead of every frame, for more accurate average FPS tracking.

  • [color]Screenshot Mode[/color] - Due to many players not understanding the activation notification, Screenshot Mode now requires the key to be held for 1 second to activate:
    • Activation delay reduced from 4s to 2s.
    • Now set to F7 by default as F11 is used to toggle display modes (Fullscreen/Borderless/Windowed).
  • [color]Manual Switches[/color] - The new manual switches interaction cutscene now has updated behavior:
    • Cubes or Tablets blocking the animation will be force-respawned to prevent bugs.
    • Audio will now pause correctly when the game is paused.
    • Sound is now accelerated in Speedrun Mode.
  • [color]Saws[/color] - The “small size to full size” animation when activating Saws is disabled on PC (still present on Pocket Edition):
    • Report any “pop-in” saws seen on PC.
    • A better PC-exclusive animation is planned for a future update.
  • [color]Chapter 1[/color] - First outside area:
    • Slopes now only appear upon NG+ interaction.
    • Falling in the void now triggers Relocation instead of Imminent Death or invisible death zones.
    • No relocation dialog plays (intended) as this is typically a passive fall prevention.
  • [color]Chapter 1[/color] - Cubic Cauldron Bonus Room – Mines Room updates:
    • All mines will now explode if any mine is triggered (no more edge cases).
    • Exit vent and Upgrade Terminal lock when a mine is triggered.
    • Entrance door locks as well to ensure no escape.
    • One new mine added requiring a mandatory jump 😉
  • [color]Chapter 1[/color] - After lockdown in the exploding walls room:
    • The “Deploy Bridge” button no longer reopens the door if you go outside again.
    • You’ll need to re-enter through the Fragile Window (intended).
  • [color]Chapter 2[/color] - The new skip through Fragile Wall above the Dual Moving Platforms will now be blocked by a full Laser Field once the room is completed. It is intended that this one cannot be seen through.

  • [color]Chapter 3[/color] - In the Cube area with the Encryption Key and Crypto-Locator:
    • If the Encryption Key is respawned, it will re-activate the “Get Encryption Key” objective and show its marker.
    • A second relocation point is now available (after reaching the Cube center once) closer to the center.
  • [color]Chapter 3[/color] - The first Hyper-Speed Lasers are now criss-cross lasers, even when Hyper-Speed is enabled 😉
  • [color]Chapter 4[/color] - First room lasers are now also criss-cross lasers.
    You’ll need to solve the puzzle properly 😉
  • [color]Retractable Walls[/color] - Being crushed is now more accurate, and results in an instant black screen (intended).
  • [color]Quick Save[/color] - Now enforces a minimum 2s delay between Quick Save / Quick Load. Quick Saving while Dodging is no longer allowed.
[color]BUG FIXES[/color]
  • [color]Zero-Gravity[/color] - Fixed a major bug that could cause (not 100%) Zero-Gravity movement and swimming in CH0 to have incorrect controls:
    • When affected, movement directions were incorrect (e.g. forward/left inputs moved you wrongly).
    • “True” camera rotation would be visible when pausing the game.
    • Caused by Unity internal physics bug — workaround implemented without upgrading to Unity 6 to avoid new risks.
  • [color]Camera Shaking[/color] - Fixed bug causing extreme shaking of the Camera when Camera Smoothing was enabled. Mostly affected underwater in Chapter 0 and Zero-G sequences.

  • [color]Chapter 0[/color] - Since 0.604–0.606, dropping Pandora on the Pressure Plate caused massive 5–10s slowdowns/freezes during the cutscene:
    • Now significantly improved, closer to performance of 0.603.
    • Might still have minor slowdown, but much better than 0.604–0.606.
  • [color]Relocations[/color] - Fixed a bug that could allow players to skip Relocation triggers in specific Chapter 1 area.
  • [color]Cube Phasing[/color] - It should now be much harder or impossible to phase Cubes through walls or objects. Might still happen, but hopefully rare enough to consider this fixed.
  • [color]Cameras[/color] - Fixed bug that caused Disabled Cameras (via Room Control or room progression) to be re-enabled on Quick Load under specific conditions. May introduce new bugs — testing recommended.
  • [color]Cameras[/color] - Fixed minor inconsistencies with Quick Save/Load and Cameras. All Cameras were modified — please test their activation/states thoroughly 😉
  • [color]ESC[/color] - Pressing ESC during menu navigation would hide the cursor until mouse moved — now fixed 😉
  • [color]Remapping[/color] - Pressing ESC to cancel key remapping while navigating by keyboard would not correctly re-select the previous remap item. Now fixed — no more needing to exit and reopen the page 😉
  • [color]Performance Mode[/color] - Fixed unintended explosions when toggling Performance Mode ON/OFF affecting: Destroyed Cameras, Destroyed Generators
  • [color]Statistics Page[/color] - Fixed various stat bugs, such as already-inserted Power Cores being incorrectly counted.
  • [color]Power Cores[/color] - Fixed inserted Power Cores showing as Green at Chapter start instead of Cyan until reloaded.
  • [color]Exploit[/color] - Fixed hard-to-find exploit that allowed cheating time records. Now patched — not revealing how it worked 😉
  • [color]Statistics Page[/color] - In the future, Stats page will be fully cumulative, and even Upgrades / Upgrade Terminals / Curiosities etc. might accumulate even after using New Game instead of New Game+. For now, this is true for all stats, except those tied to progression. Currently, New Game will reset Upgrades / Terminals / Lore items counts in the Statistics page.
  • [color]Chapter 0[/color] - Fixed a bug that allowed moving faster if BACKWARDS key was held down with Cutscenes disabled.
  • [color]Chapter 0[/color] - Fixed a rendering bug that caused Water to appear very bright/white when LOW Water setting was selected before starting Chapter 0. Will now render as expected at low quality.
  • [color]Chapter 0[/color] - Restarting Chapter 0 after enabling Speedrun Mode while already inside Chapter 0 will no longer load Chapter 1, and will correctly restart Chapter 0. Also, the Speedrun Mode velocity meter is now hidden in Chapter 0 (intended).
  • [color]Instant Restart[/color] - Shortcut for instant restart of current Chapter has been made safer, especially if pressing it again while already restarting. Please report any remaining cases where it hangs or doesn’t work as expected.
  • [color]Safe Landing[/color] - Fixed various bugs causing it to temporarily hide when Hover was engaged or disengaged.
  • [color]Pablo[/color] - Will now properly ride on moving platforms and lifts (used to fall through or be unmoved).
  • [color]Audio[/color] - Fixed electrified water sounds being muted after pausing/unpausing the game.
  • [color]Localization[/color] - Fixed various Localization issues.
  • [color]Bug Reporting[/color] - Requesting to fully EXIT the game while a Bug Report is uploading will now wait for upload to complete before exiting.
  • [color]Ukrainian[/color] - Many mistakes in UI and Menus for both PC and PE were fixed: Use of capital letters where they shouldn't appear, missing commas, and overly long words were replaced with shorter ones.
[color]SOLVED | REPORTS[/color]

Below are all the player-reported bug reports and suggestions now solved: