
Hello folks,
Enes here from the Elysium dev team. Welcome to Elysium Devlog #2.
Over the past week, we focused mostly on bug fixes and stabilizing the game.
Added fog to the map to enhance the feeling of exploration.
Improved the map UX.
Players can now see other players’ rotations on the map and compass.
Redrawn some map symbols.
Added new behavior to AI in the suspicious state.
Fixed Tripix not rotating toward the player when attacking.
Smoothed AI animation transitions.
Fixed network syncronization errors of AI entities.
Switched to Unity’s new Input System
Removed old technical debt and improved the foundation for future multi-device support.
Prepared the codebase for key rebinding support.
Fixed mouse vertical sensitivity deceleration bug.
Stopped unlock notifications from double-triggering on your screen and prevented old alerts from flooding your UI when loading a saved game.
We’ve completely removed the separate lobby stage. Now, you’ll jump from launching the game straight into the action much faster.
The Nimtak has a fresh new color, and we updated the inventory icons for the Sunshroom, Redcap, Burstshroom, and Sporebane.
Added animations for fell and dead players.
Fixed client health bars not being reduced on the first hit.
Fixed a bug where co-op players could see AI health bars while other players were fighting far away.
Fixed Archnimblix’s health bar not being displayed in multiplayer.
Added new inventory hotkeys: players can now hover over an item and press E to quickly use or instantly equip it.
Entities will no longer spawn trapped inside solid rocks or structures.
We also fixed collision bugs on hypertubes and signs to prevent clipping, and grounded the floating stone reserves in Adenia.
Fixed a bug where oxygen would keep draining on land, and smoothed out the clunky transition when climbing out of the water.
We cleaned up screen clutter by stopping unlock notifications from double-triggering. Loading into a saved game will also no longer flood your UI with old alerts.
Fixed issues for late-joining players, ensuring dropped loot, broken objects, and the overall world state now sync perfectly with the host.
Added sorting and quick actions to inventory and chests.
Next week, we’ll continue improving the overall stability and balance of game, polishing AI behavior, and working on more quality-of-life features.
That’s all for this week. See you next Monday!
King regards,
Enes @ Elysium Dev Team