Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Elysium›Events›Elysium Weekly Devlog #2
Community

Elysium Weekly Devlog #2

Elysium · published 3 months ago

All eventsPlayers around this dateRead on Steam

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.

Map

  • 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.

AI

  • 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.

Input System

  • 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.

UI

  • 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.

Gameplay & Visuals

  • 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.

Bug Fixes & Quality of Life

  • 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.

What’s Next

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

More from Elysium

Other announcements

All events
Community14 Jul 2026Elysium Weekly Devlog #4Hello, folks! How’s your summer going? Been on vacation yet? We took a little break ourselves, but now we’re back and ready to continue developing Elysium. Here’s what we’ve been working on recently: Internal Tools · We have been building several internal editor tools that allow us to create, balance, and test new content much faster. · Weapons, items, recipes, creatures, combat matchups, many…Community22 Jun 2026Elysium Weekly Devlog #3Hello everyone, Enes here from the Elysium Dev Team, your favorite developer. Over the last two weeks, we took a step back and rethought some parts of Elysium. We gave ourselves a simple challenge: spend two weeks experimenting with fun, weird, and unexpected mechanics to see what would make the game more exciting. While doing these, we also continued stabilizing the game. Here is what we tried…Community1 Jun 2026Elysium Weekly Devlog #1Hi everyone, Enes here from the Elysium dev team. Starting this week, we’ll be sharing a new devlog every Monday. Welcome! These devlogs will cover our weekly progress, what we’ve been working on as a team, and some behind-the-scenes notes from development. Multiplayer · Co-op gameplay is coming together! We’ve integrated core game mechanics into multiplayer. · Co-op is now in closed playtestin…