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Rifted Worlds DemoEventsDemo Patch 1.2 Released: Significant performance improvements!
In-game event

Demo Patch 1.2 Released: Significant performance improvements!

Rifted Worlds Demo · published 27 Aug 2026, 11:10 UTC

All eventsPlayers around this dateRead on Steam

Content-wise? Nothing. Performance-wise? Slower computers might actually have a chance now.

There is good and bad when it comes to working on a more powerful computer. The good is that running and compiling the game is WAY faster and more convenient. The bad is that performance issues become WAY harder to spot. I can run lots of shaders and lots of surfaces, and the difference in performance is virtually nothing.

In other words, time to stop being such a terrible programmer and lock in.

How is the beginning of the game?

Before we get to the optimization patch notes, I've been contemplating changing how the very start of the game plays out. What would you say are the biggest pain points? The pyramid? The Data Center? Is Eden too chatty? Speak now or forever hold your piece!

Many, many optimization changes!

  • Performance improvements across the board! Far too many things to list, to be honest.

  • A few details here and there were toned down slightly, but don't worry. It was worth it. They should be barely noticeable, if at all.

  • The UI now properly scales with the selected resolution, and only displays up to 720p. (I can uncap it if there's enough demand)

  • The sky now properly scales with the selected resolution, maxing out to 720p, which it was at originally. (Lower resolutions significantly reduced the GPU usage in my own testing)

  • Foreground elements in indoor areas no longer use blur shaders; I instead applied blur effects directly to the sprites themselves.

  • The foreground sparks in the Remnant biome no longer use blur shaders. (It was a really subtle effect just taking up VRAM for little visual gain)

  • The Pause Menu now uses a custom blur effect; no shaders involved. (The original blur shader got REAL hungry for VRAM at higher resolutions)

  • The shader used for underwater tiles was changed; also changed the tiles so the new shader actually looks decent. (I also added dark patches in the water; that has nothing to do with optimization. I just think it looks neat)

Gameplay Changes and Fixes:

  • The Headband no longer boosts the Charge Bow's damage to ridiculous levels.

  • Fixed the Atlas Point music tracks desyncing.

  • Fixed a bug that allowed you to store equipped augments in storage without unequipping them.

  • The tutorial prompt for using elixirs no longer resets each time you restart the game.

  • Changed Leo's animation during the titan cutscene. (Why? Good question)

  • Thunder Wall - The hidden island is now slightly easier to spot.

More from Rifted Worlds Demo

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Rifted Worlds DemoGame update19 Jul 2026Demo Patch 1.1.3 Released: Making the game work(?)No gameplay changes this time, just bug fixes! (though I did get some particularly nasty ones!) · Fixed a memory leak with the pause menu. · Fixed a rare crash caused by the culling system. · Fixed more objects placed at incorrect Z-values. (Again, probably won't be the last time you see this!) · Fixed the modifier outline on the Spade Pendant. Probably wouldn't have even done an update on thes…Rifted Worlds DemoGame update18 Jul 2026Demo Patch 1.1.2 Released: Performance Improvements for the Inventory Screen!Had performance issues with the inventory screen? Hopefully this update will smooth things over! · Improved performance on the inventory screen. (The map screen might still need work, though.) · Finished the dialogue fixes from last update. (Forgot a few things!)Rifted Worlds DemoGame update17 Jul 2026Demo Patch 1.1.1 Released: Bug fixes (Mostly) + fixing my terrible grammar!Got a quick and simple update today! · Bosses are now slightly more susceptible to elemental debuffs. · Fixed several grammatical errors in dialogue, the Dash Boots not displaying its modifier description, and corrected some inaccurate instructions. (They didn't USED to be inaccurate...) · Fixed some trees that were placed at incorrect Z-levels. (More to come? These can be hard to find sometime…