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project paradox playtestEventsPatch Notes - Procedural Combat, Progression, and Route UI Updates
Game update

Patch Notes - Procedural Combat, Progression, and Route UI Updates

project paradox playtest · published 23 Aug 2026, 01:07 UTC

All eventsPlayers around this dateRead on Steam

[b]Patch Notes - Procedural Combat, Progression, and Route UI Updates[/b]

[b]Gameplay and Balance[/b]

[list]

[*][b]Compact Procedural Rooms[/b] - Added smaller room layouts and tighter encounter spaces for faster, more focused fights.

[*][b]New Enemy: Interceptor Runner[/b] - Added a new fast enemy variant to the procedural enemy roster.

[*][b]Spider Updates[/b] - Green and Red Spiders now move significantly faster and attack more frequently.

[*][b]Improved Melee Hit Detection[/b] - Spider and Venus melee attacks have increased reach, with spider attacks now using target colliders and body-contact hit volumes for more reliable close-range damage.

[*][b]Room-Based Progression[/b] - Procedural runs no longer drop enemy or portal XP orbs. Clearing a combat room now grants one team progression level.

[*][b]Supply Cache Rewards[/b] - Supply caches now grant a room progression level and restore health instead of awarding XP directly.

[*][b]Guardian Chamber Progression[/b] - Guardian chambers remain locked until the required rooms are cleared, with clearer optional-branch and guardian-path progress messaging.

[*][b]Guardian Rewards[/b] - Defeating a floor guardian now opens a dedicated high-rarity upgrade choice before the floor transition.

[/list]

[b]Route Map and UI[/b]

[list]

[*][b]Full Controller Support[/b] - The Facility Route map now supports controller focus, D-pad and stick navigation, route selection, confirmation, zoom, scrolling, start-over, and close actions.

[*][b]Route Map Readability[/b] - Improved route spacing, scrolling, zoom layout, connection lines, destination presentation, and controller hints.

[*][b]Start Over Route[/b] - Hosts can now clear an active Facility Route checkpoint and generate a new route from the hub.

[*][b]Upgrade Summary Redesign[/b] - Redesigned the Upgrade Summary into a clearer dashboard layout with improved spacing, hierarchy, and readability.

[/list]

[b]Bug Fixes and Polish[/b]

[list]

[*]Fixed the route map remaining visible or keeping UI input locked after entering gameplay.

[*]Fixed route-map focus recovery after replicated vote and route-state changes.

[*]Fixed procedural floor transitions carrying stale upgrade or spawn-pause state into the next floor.

[*]Fixed returning to the Hub through Settings sometimes leaving gameplay paused.

[*]Improved procedural navigation links across cargo structures and regenerated room layouts.

[*]Improved route checkpoint reset and scene-transition cleanup.

[/list]

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