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Metal Eden Demo Patch 0.2

[p]Hyper Units,[/p][p]Thank you for playing our demo during Steam Next Fest![/p][p]We really appreciate the feedback you gave during the event and as a thank you we have a little surprise for you – we’re releasing patch 0.2 today![/p][p]This update addresses several of the most frequently reported issues based on your feedback. [/p][p] [/p][p]PATCH 0.2 SUMMARY[/p][p]Performance boost: [/p]
  • [p]Reduced memory usage[/p]
  • [p]Faster loading[/p]
  • [p]Smoother streaming[/p]
  • [p]Improved visuals[/p]
[p] [/p][p]Combat rebalanced: [/p]
  • [p]Adjusted weapon damage and ammunition counters[/p]
  • [p]Rebalanced enemy health and damage values[/p]
  • [p]Modified upgrade pricing[/p]
  • [p]Improved enemy aiming behavior[/p]
  • [p]Updated the 'Armor Opening' mechanic to feature extended duration and increased damage output[/p]
  • [p]Overhauled health restoration functionality at checkpoints[/p]
[p] [/p][p]New mission objective system: [/p]
  • [p]Clearer HUD tracking with primary and secondary goal display[/p]
[p] [/p][p]UI & controls overhaul: [/p]
  • [p]Better keybinding support[/p]
  • [p]Upgrade stat previews[/p]
  • [p]Improved menu navigation[/p]
[p][/p][p] Bug fixes: [/p]
  • [p]Crashes[/p]
  • [p]Zipline issues[/p]
[p] [/p][p]FULL PATCH NOTES – BUILD 114404[/p][p] [/p][p]⚡ Performance & Technical Optimizations [/p]
  • [p]Reduced texture sizes and improved compression (memory savings)[/p]
  • [p]Decreased VFX intensity and decal lifetimes (especially explosions and smoke)[/p]
  • [p]Cut down on shader compilation times and deferred heavy sequences[/p]
  • [p]Navmesh, collision, and geometry fixes across multiple zones[/p]
  • [p]Disabled ray tracing and heavy post-processing effects[/p]
[p] [/p][p]🧭 New Gameplay Systems[/p][p]
Mission Objective Hierarchy Overhaul [/p]
  • [p]UI upgrade: Primary and secondary mission objectives now display as a clear hierarchy on the HUD and summary screen[/p]
  • [p]Improved clarity for players tracking complex missions[/p]
[p]
Reworked Controls & Input Mapping [/p]
  • [p]Added support for unassigned actions with new warning prompts[/p]
[p] [/p][p]⚖️ Gameplay Balance & Mechanics[/p][p]
Global Combat Tuning [/p]
  • [p]Checkpoint Health Restoration: Health recovery at checkpoints has been overhauled to scale with difficulty level. For example, on EASY, players receive full health restoration, while on BRUTAL, no health is restored.[/p]
  • [p]Armor-Opening Mechanic: The duration of the armor-opening state has been increased, and weapons now deal significantly more damage during this window.[/p]
  • [p]Difficulty-Based Balance Pass: A comprehensive balance update has been applied across all difficulty levels, including adjustments to weapon and enemy damage, ammunition counters, resource values, PigShop upgrade prices, improved enemy aiming behavior, and various other gameplay parameters.[/p]
[p]
Pistol SmartMod Update [/p]
  • [p]The SmartMod logic has been overhauled. It's now more streamlined and does not require locking.[/p]
[p] [/p][p]Enemy AI Overhaul [/p]
  • [p]Enemies now predict player movement more accurately based on difficulty[/p]
  • [p]Improved rotation speed when using skills[/p]
  • [p]Fixes to enemies missing shots from behind and stepping incorrectly[/p]
[p]
Critical Health Behavior [/p]
  • [p]Updated logic for triggering low-health HUD effects and damage feedback[/p]
  • [p]Adjusted visual/audio cues for when players reach critical HP[/p]
[p]
Checkpoint Logic Improvements [/p]
  • [p]Smarter respawn logic based on difficulty and progress[/p]
  • [p]Health restoration at checkpoints now varies per difficulty level[/p]
[p] [/p][p]🧱 Level Updates & World Optimization[/p][p]
Environment Optimization [/p]
  • [p]Reduced asset memory via Nanite implementation and triangle reduction[/p]
  • [p]Lowered use of high-poly assets and removed excessive VFX in combat areas[/p]
  • [p]Streaming tweaks to minimize pop-in and reduce load hitches[/p]
  • [p]New fall respawn volumes added to prevent softlocks[/p]
  • [p]Streaming bugs and crashes in multiple levels have been resolved[/p]
[p] [/p][p]🎧 Audio & Dialogue[/p][p]
New Audio Mix Pass [/p]
  • [p]Reworked ambient layers, enemy effects, and spatial cues[/p]
  • [p]Improved cutscene volume balancing and environmental audio dynamics[/p]
[p]
Sound Optimization [/p]
  • [p]Issues with overlapping VO and sound priorities in sequences resolved[/p]
[p] [/p][p]📦 User Interface & UX[/p][p]
Shop and Weapon UI Enhancements [/p]
  • [p]Upgrades now display stat changes using color indicators (green/red)[/p]
[p]
New Option Menu Features [/p]
  • [p]Reset-to-default button for controls[/p]
  • [p]Descriptions of difficulty levels have been added[/p]
[p]
HUD & Objective Enhancements [/p]
  • [p]New visual markers and logic for mission guidance[/p]
  • [p]Enhanced summary screens for quest and objective tracking[/p]
[p] [/p][p]🐞 Bug Fixes (Highlights)[/p][p]
Fixed crashes related to: [/p]
  • [p]Zipline interactions[/p]
  • [p]Enemy rendering[/p]
  • [p]Shaders and asset streaming[/p]
[p]
Fixed major gameplay bugs: [/p]
  • [p]Explosive barrels not reacting to secondary fire[/p]
  • [p]Cutscene black screens and subtitle desync[/p]
  • [p]Quest journal not triggering correctly[/p]