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2nd Beta Preview - Update 10

Dear Beta Testers, we just pushed out a new beta with a whole bunch of improvements and bug fixes, thanks to all your feedback (Quest/Rift #1429, Steam #1428). This update has gotten kind of massive.

A full list of changes since the last beta are below, but I would draw your attention to the new graphics sliders, the new reset/unstuck functionality and the boss, which, for the first time in 3 years has seen a little love and attention. It's overall gameplay balancing has noticeably changed and we'd love feedback.



New Features and Improvements:


  • New Bloom Intensity and Effects Intensity sliders. Bloom Intensity controls the baseline "static" bloom strength. Effects Intensity adjusts the visual 'strength' of explosions and any other animated or dynamic effects.
  • Player is now reset if they fall out of the map. This should hopefully fix a large source of frustrations.
  • New "Unstuck" button in pause menu, which will reset you to the start of the level
  • Improved chip and weapon tool tips in homebase
  • Extra visual indicator for undiscovered chips
  • Increased Render Scale to 1.35 on default settings for Quest 2
  • Boss fight improved by fixing broken attack phases, improving visuals contrast and various smaller visual improvements
  • New Holster Settings Menu, unifying previously disparate options. Minor cleanups of other smaller inconsistencies. Does anyone use the horizontal offset setting?
  • Adjusted shotgun behavior to allow pumping if secondary hand trigger is held. Try it out, it feels quite nice
  • Improved the description of various weapons
  • Adjusted blaster chip explosions (less harsh now)
  • Adjusted revolver muzzle flash to avoid blocking sight lines
  • Improved readability of holo map with bloom active
  • Toned down glow of class hands
  • Balanced bloom on several environment assets
  • Performance improvements of certain rooms


Bug Fixes


  • Bloom no longer offsets to the right on SteamVR
  • Fixed list of chips in home base
  • Security bots no longer run out of ammo with certain weapons after one magazine (Grenade Launcher, Burst Handgun, Heavy Submachine Gun)
  • Fixed error when destroying an EMP'd turret
  • Fixed some chips (Speed Boost II/III, Overload, Overheating) not spawning in levels and unlocking properly when picked up
  • Fixed interaction of Blaster Chip with other chips that change bullet types (Firepower, Heavy Ammo, Acid, Mobile Malware)
  • Fixed already defeated (and exploded) turrets "respawning" inactive when revisiting a room
  • bHaptics suit works again
  • Hopefully fixed a possible crash for some users that may have been due to bluetooth permission
  • Fixed a number of null reference exception errors that had adverse side effects


Let us know what you think. Share with your friend

Thank you,
The Salmi Games team