Dear Beta Testers, we just pushed out a new beta with a whole bunch of improvements and bug fixes, thanks to all your feedback (Quest/Rift #1429, Steam #1428). This update has gotten kind of massive.
A full list of changes since the last beta are below, but I would draw your attention to the new graphics sliders, the new reset/unstuck functionality and the boss, which, for the first time in 3 years has seen a little love and attention. It's overall gameplay balancing has noticeably changed and we'd love feedback.

New Features and Improvements:
- New Bloom Intensity and Effects Intensity sliders. Bloom Intensity controls the baseline "static" bloom strength. Effects Intensity adjusts the visual 'strength' of explosions and any other animated or dynamic effects.
- Player is now reset if they fall out of the map. This should hopefully fix a large source of frustrations.
- New "Unstuck" button in pause menu, which will reset you to the start of the level
- Improved chip and weapon tool tips in homebase
- Extra visual indicator for undiscovered chips
- Increased Render Scale to 1.35 on default settings for Quest 2
- Boss fight improved by fixing broken attack phases, improving visuals contrast and various smaller visual improvements
- New Holster Settings Menu, unifying previously disparate options. Minor cleanups of other smaller inconsistencies. Does anyone use the horizontal offset setting?
- Adjusted shotgun behavior to allow pumping if secondary hand trigger is held. Try it out, it feels quite nice
- Improved the description of various weapons
- Adjusted blaster chip explosions (less harsh now)
- Adjusted revolver muzzle flash to avoid blocking sight lines
- Improved readability of holo map with bloom active
- Toned down glow of class hands
- Balanced bloom on several environment assets
- Performance improvements of certain rooms
Bug Fixes
- Bloom no longer offsets to the right on SteamVR
- Fixed list of chips in home base
- Security bots no longer run out of ammo with certain weapons after one magazine (Grenade Launcher, Burst Handgun, Heavy Submachine Gun)
- Fixed error when destroying an EMP'd turret
- Fixed some chips (Speed Boost II/III, Overload, Overheating) not spawning in levels and unlocking properly when picked up
- Fixed interaction of Blaster Chip with other chips that change bullet types (Firepower, Heavy Ammo, Acid, Mobile Malware)
- Fixed already defeated (and exploded) turrets "respawning" inactive when revisiting a room
- bHaptics suit works again
- Hopefully fixed a possible crash for some users that may have been due to bluetooth permission
- Fixed a number of null reference exception errors that had adverse side effects
Let us know what you think. Share with your friend
Thank you,
The Salmi Games team