DESORDRE
Playing now
0+0 vs. yesterday
0.0%of peak
All-time peak
112 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
112 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Version 1.3.10 Fixed an issue where portals were deleted after retriggering an event for the second time, such as the automatic closing of a door. This particularly affected the introductory/tutorial section of the game but could potentially impact other areas as well. | 13209191 | |
| Game update | Version 1.3.9.b Fixed an issue that prevented the rebinding of the key for zoom. | 13169265 | |
| Game update | Version 1.3.9 (Room 14) Hello, This version continues to enhance Room 14, building upon the improvements made in the previous update. This new update focuses on design enhancements and some technical adjustments. The overall experience should be even better. | 13077896 | |
| Game update | Version 1.3.8 (Room 14 Update) Hello ! Great news about Room 14! Your feedback has been incredibly valuable, and I've taken it to heart in this latest update. Say goodbye to the confusing maze of false puzzle paths they're all gone inside room 14. Now, the puzzle is more intuitive, focusing solely on the elements that matter for the solution. Dive in and enjoy a smoother, more streamlined challenge! Thank you ! | 13072615 | |
| Game update | Version 1.3.7 (Tip for key binding) Hello everyone, I want to address an important aspect regarding the game's control scheme. Initially, the game was designed with the intention of using the keyboard for movement and a mouse with side buttons for executing temporal changes and slowing down time. This setup was chosen to facilitate fluid and simultaneous actions such as moving, time manipulation, switching dimensions, and shootin… | 13052800 | |
| Game update | Version 1.3.6.b Full project recompilation, message for opening the scanner too early in the game removed, and a few other bugs fixed. | 12896542 | |
| Game update | Version 1.3.6 Players can now shoot a portal directly at their feet and then another at a different location, which will teleport them directly to that spot. Previously, nothing happened unless one re-entered the portal to trigger teleportation. Adjustments have been made to the conditions when two portals are on the ground, allowing for more flexibility than before. The character's capsule size has been red… | 12803025 | |
| Game update | Version 1.3.5 The maximum field of view (FOV) value has been expanded to 180 degrees, accommodating corrections for ultra-wide 32:9 screens. It's important to note that the aspect ratio setting in the menu is essentially an adjustment of the FOV. Since I don't have a 32:9 screen, I couldn't add a specific 32:9 option. :) With this extended FOV range, the game should now operate smoothly on ultra-wide screens… | 12802650 | |
| Game update | Version 1.3.4 This update brings several changes to the time slow-down feature: - the activation and deactivation of the slow-down are now quicker, - the character no longer feels as frozen as before when shifting into slow-down mode, - the duration of the slow-down has been significantly increased. Thank you. | 12801593 | |
| Game update | Version 1.3.3 New Path Tracing Settings This update enhances the flexibility of path tracing with new settings ranging from "Low" to "Let my PC burn." Low 1 Bounce for GI 1 Bounce for Reflections Quarter resolution for global illumination. 70% resolution for reflections. Normal 2 Bounces for GI 2 Bounces for Reflections Half resolution for global illumination. 100% resolution for reflections. High 3 Bounces… | 12632086 | |
| Game update | Version 1.3.2b Fixed an issue where, when Path Tracing mode was activated, certain options remained visible (such as shadows, RTXDI, etc.), this was not intentional and has now been corrected. | 12617466 | |
| Game update | Version 1.3.2 Clarification This update provides clarification on a misconception that some players have: the game is not developed by a team of multiple people, but solely by a single individual. This information has been added to the game's end credits as well as during the shader initialization process upon first launch. Gameplay The time-slowing mechanic has been reworked. The character now moves at an e… | 12593701 | |
| Game update | Version 1.3.1 : Spanish translation now available in Desordre! I've just added a Spanish translation to Desordre! 🇪🇸 If you speak Spanish, you can now fully immerse yourself in the game. To switch languages, just go to the "Display" tab in the options menu and select Spanish. Enjoy the game en español! | 12565905 | |
| Major update | Introducing Path Tracing Mode in Update 1.3.0: A Revolution in Game Lighting Hello everyone, I'm thrilled to announce the all-new Update 1.3.0! This update represents a significant milestone for Desordre, offering you an unprecedented visually stunning gaming experience like never before. What’s New in 1.3.0 ? Path Tracing: Experience the game world like you've never seen it, thanks to our brand-new Path Tracing technology for visual rendering. General Lighting Improvem… | — | |
| Game update | Full Ray Tracing/Path Tracing Branch Test (1.3.0 Preview) 📣 Exciting News! I'm thrilled to announce that a Full Ray Tracing version of the game is now available for testing on Steam. Experience a whole new level of visual fidelity with fully ray-traced lighting, shadows, and reflections. 👉 How to Access: Open your Steam library. Right-click on the game title. Select "Properties." Go to the "Betas" tab. In the drop-down menu, select the "fullrtprevie… | 12089879 | |
| Game update | Version 1.2.8 Nvidia DLSS 3: Frame Generation Update to Version 3.5.0. | 12071428 | |
| Game update | Version 1.2.7 This update aims to generally reduce light noise. One of the challenges with Lumen is the handling of emissive lighting; the light cubes in Desordre are now excluded from Lumen's calculations. These cubes produce light that flickers excessively, making the overall rendering unstable. If Epic Games improves this feature in the future, the light cubes will, of course, be supported by Lumen again.… | 12061573 | |
| Game update | Version 1.2.6 Fix for a significant issue following the engine update where the activation buttons had disappeared for an unknown reason; they are now back and no longer hinder progress. Sorry for the inconvenience. | 12059056 | |
| Game update | Version 1.2.5 Nvidia DLSS 3 : Changes to some values of frame generation to make it more stable. | 12043465 | |
| Game update | Version 1.2.4 Transition from version 5.2.0 to version 5.2.1 of Unreal. Correction of the volumetric fog with the RTXDI which was incorrect. Update of the frame generation/streamline plugin (DLSS3). Update of Intel's XeSS to the latest version. | 11843339 | |
| Game update | Version 1.2.3 Frame generation (DLSS3) is disabled in the pause menu and the main menu, this is to avoid rendering issues. The DLSS and the RTXDI are now activated with a slight delay of 2 seconds to avoid overloading all the operations that the game performs when it launches. | 11802378 | |
| Game update | Version 1.2.2 Fix for an issue with zoom when falling into the water, it resets immediately upon re-emerging. The activation/deactivation of the slow motion is more "smooth" now, less abrupt than before. | 11793258 | |
| Game update | Version 1.2.1 The teleportation range of portals has been reduced, the portal will only teleport you if you are very close. In the air, the air control is now much more flexible. When you restart or fall into the water with sprint in toggle mode, the character starts walking again and you had to press twice for it to work again, this issue has been resolved. | 11710552 | |
| Major update | Switching to Unreal 5.2 with DLSS 3 & RTXDI: An Epic Graphics Upgrade Hello, DESORDRE Community! I'm happy to present to you the latest update for DESORDRE - version 1.2.0. This new version is packed with exciting enhancements designed to elevate your gaming experience. Let's dive in and see what's new! Unreal 5.2, Lumen, Performance, Shader I'm excited to announce that I have upgraded DESORDRE from Unreal 5.1 to Unreal 5.2, introducing new graphical enhancements… | — | |
| Game update | Version 1.0.17 Fixed an issue where when two portals were one above the other and a cube passed through both, it would eject the cube and its speed would become limitless. | 11656268 | |
| Game update | Version 1.0.16 Correction of an issue with the graphics settings that were reverting back to their original state each time the settings were reopened. This issue has been resolved. You can now freely choose the settings you desire. | 11593017 | |
| Game update | Version 1.0.15 Fixing an issue with the help function that teleports the character to a previous puzzle. Increase in the time before this function activates, going from 15 to 25 minutes. Improvement of puzzle number 15 by slightly tilting a wall a few degrees; I noticed that this puzzle had some readability issues for some people. Improvement of graphic settings management: any graphic preset can be modified… | 11580829 |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.