
Hey everyone,
The team buckled down over the weekend to get this ready, and we've got about 48 hours of testing on all the functions so far and we're okay pushing this live. This update focuses on player controls, early-game progression, combat readability, performance, and another round of stability fixes.
PLEASE NOTE: You will not be able to join Lobbies with different builds. In most cases you will not be able to see Lobbies with different version numbers, but if you try to join a lobby via Invite or Lobby Code to a different version, you will likely cause a crash. Please run a Verify Integrity check to make sure your game is up to date.
Custom Keybinding for Keyboard & Controller
Added custom keybinding for Keyboard & Mouse and Controller input in Settings
Increased Cred Rewards
Increased Credit rewards for completing missions.
Threat 2 rewards increased x1.5, Threats 3 and 4 rewards increased x2
Faster Early-Game Progression
Updated several Directives and removed some early quest steps and requirements to reduce friction during the tutorial phase.
Added a Nennothoid Aberration (those latchy little shits) encounter in Keystone Mission: Op. Iron Faith (soon to renamed Op. Iron Latch-in-your-face /jk) to familiarize players ahead of the latchy horror that awaits in Threat Levels 3 and 4.
Rebalanced rooms that could spawn an excessive number of enemies.
Expanded the boundaries of purple Challenge Walls to reduce cases where challenges could fail to register as completed.
Reduced the appearance frequency of Whimsy Bears.
Staggered enemy spawn timing to improve spawning performance.
Removed camera restrictions at room edges.
Added Game Settings options to hide:
Combat feedback text.
Pickup prompt text.
Hidden Orbiter summon aura buff/debuff indicators from the UI to reduce visual clutter.
Improved automatic graphics preset detection by separating CPU and GPU performance pools and selecting settings based on the lower-performing component.
Optimized the Investigation HUD.
Updated the backend flow for Steam invites.
Fixed several identified causes of multiplayer desynchronization.
Note: Desync can still occur in some cases from other cases, and we are continuing to investigate remaining causes.
Fixed an AI memory leak when enemies die.
Fixed a multithreaded deadlock involving movement and AI systems.
Fixed an issue where Hertz could climb onto half-walls and fall into the void after using their stomp skill.
Fixed a crash related to Wwise audio.
Fixed an issue with arrow indicators.
Fixed a bug where the Atomizer could execute all enemies at full HP by triggering the "Execute" function threshold at 100% HP.
Sorry guys, we know the Atomizer is a crowd favorite because of this bug.
Fixed visual issues in several biome rooms
Fixed HQ cutscene input lock after skipping
That’s it for 0.6.2.
Nothing too fancy this time — mostly fixes, some QoL, and a few changes based on what we’ve been seeing from you guys this week. There’s still plenty we’re working through that we couldn't get to, so please keep the reports coming.
Thanks for playing, and thanks for bearing with us while we keep hammering at it.
— The RIFTSTORM team