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R-Type Dimensions III - ArtbookEventsR-Type Dimensions III — Patch 1.0.2 is now live
In-game event

R-Type Dimensions III — Patch 1.0.2 is now live

R-Type Dimensions III - Artbook · published 26 Jun 2026, 13:06 UTC · build 23928007

All eventsPlayers around this dateRead on Steam

About two weeks ago, we released our first large patch for R-Type Dimensions III, which already addressed a lot of the most pressing and entirely valid issues the community raised. Our second patch is focused - besides a variety of improvements in the categories graphics and audio - primarily on mechanical accuracy in gameplay. We want to pay a faithful tribute to the original, and we hope these changes reflect that commitment.

General:

  • Fixed 2D charging animation playing in reverse

  • Adjusted 2D charging animation speed to match original

  • Fixed the game time jumping far ahead when alt-tabbing

  • Added 3D Wave Cannon muzzle flash particles for the different charge levels

  • Fixed spelling/grammar errors in the French localization

  • Fixed Cyclone Force Capsule Laser being spammable during level transitions

  • Added delay before Capsule Laser Pit Unit shots can turn

  • Fixed audio issues with the charge sound effect playback

  • Fixed Display Issues with Ultrawide Resolutions

  • The player now gains invincibility on boss kills

  • Added flashing animation when player is invincible

  • Added missing default shot for LV1 Shadow Force when detached

  • Pit units now block shots correctly when in hyper mode

  • Fixed boss intro sting

  • Hyper mode heat sound effect now correctly switches when changing graphics mode

  • Changed 3D HUD Beam Type text to be consistent with 2D Version

  • Fixed Shadow Force Guide laser shooting faster than intended when shooting near an enemy

  • Reworked force docking behavior to match original

  • Fixed charge sound sticking when switching graphics mode

  • Fixed small 2D screen appearing when switching graphics mode after disabling crazy mode

  • Adjusted the cyclone force red laser behavior to match original game (Will now pierce through enemies)

  • Improved BGM looping

Level 1:

  • Fixed frame pacing for shooting animation of 2D large mech robots

  • Fixed Stray Explosions when respawning on Stage 1 last checkpoint

  • Fixed incorrect behaviour in the Mode 7 Pillar section:

    • Small Mech Robots no longer go off screen

    • Pillar appearing now should match the original

    • In 2D Mode Robots now correctly appear behind the pillar

    • Spawn Positions for Robots adjusted to match original

    • Robots now turn before leaving, shooting animation offsets adjusted

    • Robots should now be hittable from the same time as the original

Level 3:

  • Advanced mode turrets now immediately stop shooting when destroyed

  • Ambushing Robots now also have a camouflaged "eye" form in 3D

  • Fixed respawn position when respawning in vertical scroll sections

Level 4:

  • Large red beams now destroy POW Armors

Level 5:

  • Fixed invisible hitboxes being leftover when the second pair of WallSnakes are killed

  • Moving Block now correctly moves offscreen when the surrounding blocks have transformed

  • Force now attaches to the weakspot of Dobkeratops when launched at it

  • Cell boss now correctly plays its forming animation in the last phase

  • Cell boss hitbox now only gets activated once morph is complete in last phase

  • Transforming enemies (Green, Red, Yellow) are now invincible during their transform animation

  • The yellow tanks now correctly display their second form (Turret destroyed)

  • Green enemies now shoot in advanced mode

  • Fixed Outslay head appearing on the screen after defeating Gomander

  • Added missing advanced mode behaviour for Dobkeratops (Rest of the bosses coming soon)

Level 6:

  • Fixed behaviour of blue crabs (90 degree monsters)

    • Slightly reduced speed of normal mode crabs

    • Improved wall collision accuracy of crabs

    • Crabs should now despawn reliably when moving offscreen

    • Fixed blue crabs colliding with walls while spawning

  • Fixed slider push strength being inconsistent at high framerates

  • Made safe spots consistent (Hanging to the left when the single wall moves towards the player now doesnt result in a death)

  • Mother BYDO fixes

    • Last phase now is invincible while shooting

    • Improved tracking of projectiles in mother bydo last phase on high fps

    • Last phase projectiles now can go further off the screen before despawning

    • Fixed mother bydo still doing damage after swallowing the force

  • Added the missing fade in/out sounds for level 6

  • Added Head Regrow Animation for EndBoss in 3D

  • Audio: Fixed intro sting in new graphics

Once again, thank you for being so passionate about R-Type, for contributing to making R-Type Dimensions III better, and for sticking with us!

- Your ININ Team <3

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