
Today's hotfix focuses on improving performance, reducing visual clutter during combat, and smoothing out several balance and reliability issues reported by players. We've also shipped adjustments to the first boss encounter so its difficulty better matches its relatively early placement in runs.
Thank you to everyone who shared bugs, performance notes, screenshots, and build feedback. These contributions are what enable us to move quickly and address the most pressing issues!
Menus now have their own frame-rate limits, helping reduce unnecessary GPU usage outside of gameplay.
Gameplay now utilizes a smarter default frame-rate limit based on your monitor refresh rate. Existing players will have this setting refreshed once, and can still change it afterward.
Added a new shader cache to reduce shader-related hitches and improve gameplay smoothness.
Improved performance during busy fights by reducing the cost of distant or less important enemies.
Improved build compression settings to reduce CPU strain and improve loading behavior.
Removed unused high-resolution skybox assets to reduce build size and asset overhead.
Optimized skybox textures to reduce memory usage while keeping space backgrounds sharp.
Pickups now render more efficiently, which should help performance when many are on screen.
Enemy Reinforcement missions now spawn waves over a brief window instead of all at once, reducing the stutter that could occur when the fight starts.
Reduced heavy visual effects in the main menu to improve performance and lower unnecessary system load.
Plasma damage effects no longer stack up into huge visual clouds, improving FPS and making combat easier to read.
Plasma DoT effects are now cheaper to render, helping performance in Plasma-heavy builds.
Plasma and Radiation effects are easier to tell apart, making it clearer what belongs to you and what belongs to enemies.
Augments
First Boss Encounter
The first boss and certain elite enemies now aim more fairly. They no longer fire at your predicted location, giving players a better chance to dodge through skillful movement.
Interactables
Fixed an issue where certain max health effects, especially Hungry Field combined with max health upgrades, could cause your current health to drop unexpectedly when moving between sectors. Your current health should now be preserved correctly when your maximum health changes.
Fixed field weapons scaling far beyond their intended fire rate after stacking attack speed upgrades. This should prevent extreme performance drops caused by runaway field-weapon builds.
Fixed an issue where selecting a Star Map hex could sometimes send the player to a different hex than the one they chose.
Fixed the Worldbreaker Payload augment unlock condition being impossible to complete. The requirement has been lowered from 100 kills to 50 kills.
Fixed Skill Tree tooltips that sometimes remained on screen after closing the Skill Tree.
Fixed the Junkyard elite enemy’s low-health radiation cloud so it now correctly deals damage.
Fortified Turrets should now spawn with their intended weapons.
Orbiter Auto Slugger enemies should now spawn with their intended weapons.
Armor Breach effects should now trigger and display more reliably.
Fixed an issue that could cause ranged enemies to spawn with incorrect weapons.
Fixed an input focus issue that could cause controls or menus to behave incorrectly after changing settings.