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Remnant Afterglow Demo›Events›Version 0.081 Update
Game update

Version 0.081 Update

Remnant Afterglow Demo · published 3 months ago

All eventsPlayers around this dateRead on Steam

🛡️ Systems & Mechanics

  • Combat & Damage

    • Improved indirect fire weapon attack logic

    • Fixed indirect fire projectiles hitting enemies directly (they should rely on explosion damage)

    • Fixed ground units in active attack mode walking through walls

    • Fixed units passing through walls

    • Fixed Impact Drill only attacking a building once

  • Building & Grid

    • Refined building and grid weight logic

    • Fixed building collision area persisting after destruction and during reconstruction

  • Unit Behavior

    • Optimized active attack mode performance: added 0–0.5 second detection delay

    • Fixed weapon system freezing unit movement

    • Fixed units standing idle after losing target

      • SyncSystem.SyncCollision: non-logic entity col.IsCollide now derived from baseData.IsCollide, resolving units being removed from ECS spatial grid and turrets failing to query targets during state transitions

      • WeaponSystem.FirInterval: IntervalTimer now decreases regardless of target validity, preventing weapon from getting stuck in FirInterval state and keeping IsAttacking true, which blocked unit movement

🎮 Gameplay & Content

  • Unit & Building Adjustments

    • Modified Mortar Turret damage

    • Refined Photon Turret cost, attack stats, textures, and effects

    • Adjusted Mortar Turret rebuild cooldown

    • Increased Gun Turret range and ammo capacity: Lv1 320→350 / 30→40; Lv2 360→400 / 60→65; Lv3 400→450

    • Increased Wall HP, armor, and added auto-repair: Wall Lv1: 1000 HP / 7 armor / 10/sec repair; Lv2: 2000 HP / 15 armor / 25/sec; Lv3: 4000 HP / 30 armor / 50/sec

  • New Unit

    • Added new unit: Armored Frame

  • Missions & Tutorials

    • Increased mission 1-1 preparation time and added upgrade tutorial

    • Adjusted tutorial pacing to avoid overwhelming players

    • Updated mission 1-2 spawn configuration with Armored Frame for testing

🎨 UI & Visuals

  • Interface

    • Sidebar now displays explosion damage and radius

    • Fixed semi-transparent function sidebar issue

    • Adjusted depleted resource text length

  • Animation & Effects

    • Added wreck salvage effect: wrecks now appear to be gradually reclaimed

    • Adjusted wreck height

    • Fixed unit chassis frame animation not playing

    • Fixed shadow layer issues

    • Reduced brightness of all friendly lasers

  • Fixes

    • Fixed a building being upgradable again while already upgrading

🔧 Fixes & Optimizations

  • Core Fixes

    • Fixed turret unable to lock onto enemy units

    • Fixed unit wall-passing, collision remnants, Impact Drill attack count, weapon system movement freeze, etc.

  • Performance Optimizations

    • Optimized active attack mode performance (detection delay)

    • Conducted performance profiling and optimizations

More from Remnant Afterglow Demo

Other announcements

All events
In-game event24 Aug 2026Version 0.13 Update🛡️ Systems & Mechanics · Tech Tree · Enhanced tech tree with tech point unlock costs; fixed nodes not unlocking, prerequisites display errors · Recursive cancellation of dependent techs with cost refund · Tech tree loading optimized to game startup · Added three tech nodes for Drill Rig construction cost · Overclock & Rebuild · Fast rebuild and overclock features configured with visuals · Fixe…In-game event9 Aug 2026Version 0.12 Update🛡️ Systems & Mechanics · Tech Tree System · Enhanced tech tree with tech point unlock costs · Fixed nodes not unlocking, incorrect display of unlock conditions and prerequisites · Canceling a tech node now recursively cancels all dependent unlocked techs and refunds their costs · Tech tree loading optimized to run at game startup · Added three tech nodes affecting Drill Rig construction costs…In-game event28 Jul 20260.10updateEnglish Version 🛡️ Systems & Mechanics · Unit Behavior & Sub-units · Fixed sub-unit attack speed resetting when switching targets · Fixed sub-unit behavior: now ignores attacks while returning to formation; clears old state and reacquires target upon reaching formation position · Fixed sub-units ignoring walls and targeting units behind walls · Fixed shadow layering so unit shadows now render…