The tower got deeper, brighter, and considerably less broken.
Everything outside a room used to be pure black — on a widescreen monitor
that was roughly a fifth of every frame, ending in a hard straight edge
where the level simply stopped. The shaft around you is now actually
there: a parallax lattice that slides as you move, drifting motes,
strata plates receding into the dark, all tinted to the biome you are in.
Measured on a real capture, the ground in the TOWER campaign was sitting at
about 4% brightness — on anything but a pitch-dark room it was
indistinguishable from the void around it. Floors, walls and their edges
have been lifted and re-balanced so the play space reads as a space.
This is the big one. Killing an enemy triggered a short freeze for impact —
but the code that restored normal speed lived on the enemy, and the enemy
deleted itself on the same frame. The restore never ran. From that kill on,
the entire session ran at a twentieth speed until you restarted.
Time is now owned by a single system that can't lose track of it:
Press ` (or ~ / F1) to open the console. New command:
time tells you exactly what is holding the game clock, and
time reset releases it. If the game ever feels wrong-speed again,
that command will say why — please paste it into a report.
Thanks for playing. The tower is still flooding.