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project paradox playtestEventsPatch Notes - Ice Lance Expansion, Knockback, Enemy Traversal, and more
Game update

Patch Notes - Ice Lance Expansion, Knockback, Enemy Traversal, and more

project paradox playtest · published 27 Jul 2026, 04:26 UTC

All eventsPlayers around this dateRead on Steam

Patch Notes - Ice Lance Expansion, Knockback, Enemy Traversal, and Combat Feedback

New Gameplay & Progression

  • Universal Weapon Knockback - Blood Spear, Chain Lightning, Energy Blade, Fireball, Ice Lance, Orb, and Rocket Launcher now apply a small amount of knockback.
  • Ice Lance Perk Expansion - Added Cold Wave, Focused Frost, and Permafrost to the Ice Lance upgrade pool.
  • Projectile Spread Upgrades - Ice Lance upgrades can now modify projectile spread.
  • Ice Lance Balance - Removed default piercing and adjusted Ice Lance spread and damage tuning.
  • Ice Vortex - Added a perk that can spawn an icy vortex when you land a critical hit.
  • Jetpack Availability - The Jetpack can now appear in upgrade selections without requiring its previous prerequisite upgrades.
  • Ice Sniper Balance - Ice Sniper now provides +10% critical chance on chilled enemies and can stack up to 3 times.
  • Status Effect Tints - Enemies now visibly tint when affected by Burn or Chill, including a blended tint when both effects are active.

Enemy Movement & Encounters

  • Faster Drop Traversal - Enemy A* drop traversal is now faster and uses a lower movement arc.
  • Invalid Link Protection - Incorrect upward off-mesh links are rejected and disabled so enemies can choose a valid route.
  • Pause-Aware Enemy AI - Enemies now stop and resume cleanly during upgrade phases and other enemy pause states.
  • Authored Encounter Anchors - Special encounter nodes now prefer their configured anchors for more reliable enemy placement.
  • High-Rank Portal Presentation - High-rank portals now use distinct visual states and dedicated VFX.

Combat Feedback

  • Damage Flash Improvements - Enemy damage flashes now trigger consistently from direct hits, damage-over-time effects, pickup damage, and shield damage.
  • Weakpoint Marker Improvements - Weakpoint markers now follow moving enemies, match the hit area more accurately, and sit correctly on enemy surfaces.

HUD, Audio & Settings

  • Improved Combat HUD - Combat notification text and important HUD messaging are now larger and easier to read.
  • High-Contrast Gameplay Alerts - Pickup and timeline-event alerts now use clearer alternating visual states during active warnings.
  • Encounter Lighting Feedback - Gameplay event lights now flash in sync with encounter warnings and clear correctly afterward.
  • Solo Settings Pause - Opening settings during a solo run now pauses gameplay and restores the previous pause state when settings are closed.
  • Lobby Audio Transition - Lobby music now transitions out when gameplay loading begins.

Fixes & Polish

  • Fixed tick-based magic projectiles advancing their lifetime or damage schedule while gameplay was paused.
  • Fixed enemy traversal and grounding checks during A* off-mesh movement.
  • Fixed rejected traversal links remaining available after being disabled.
  • Fixed weakpoint markers floating inside irregular enemy models or using incorrect scaling.
  • Fixed enemy damage presentation being skipped for some non-standard damage sources.
  • Fixed upgrades and perks failing to appear correctly in the shop.
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