
Hello everyone! Xiao Jiangjiang is here. By day, I sort through player feedback; by night, I sneak over to the dev team to nag them about bugs. I may look like I might bite, but I actually only chew on words. This update mainly focuses on **multiplayer, control settings, and scene experience**, and also fixes a batch of issues affecting game flow.
## Multiplayer & Lobby
- The maximum number of players per game room is now unified at **4**.
- Once a room is full, new players can no longer join and will receive a corresponding prompt.
- Fixed an issue where multiple players could spawn in the same position and overlap each other after entering the official map.
## Player Collision & Difficulty Settings
- **Fixed an issue where the player collision toggle in the lobby could fail to take effect after entering the official map.**
- The player collision setting selected by the host is now correctly retained for the current match and synced to all players.
- Difficulty settings are also correctly retained when switching from the lobby to the official map.
- Fixed an issue where the previous match’s gameplay settings could incorrectly affect the next match.
## Controls & Visual Settings
- Improved the settings interface layout and interaction.
- Improved custom keybinding functionality.
- Improved mouse Y-axis inversion functionality.
- Added **brightness calibration**, allowing players to adjust screen brightness based on their display device and ambient lighting.
- Gamma brightness settings will be automatically saved and will continue to take effect the next time the game is launched.
- Optimized the video, gameplay, and audio settings pages.
- Added a photosensitivity warning.
## Scenes & Art
- Added water surface effects to the water vat in the old mansion.
- Removed unnecessary physics effects from the shovel in the old mansion basement to prevent abnormal movement or collisions.
- Added blocking collision to the third-floor courtyard roof to reduce cases of players entering unintended areas.
## Voice & Localization
- Continued to organize and optimize the multiplayer voice system.
- Reduced possible voice conflicts when running multiple multiplayer instances.
Thank you for your support and feedback! If you encounter issues after the update with monster behavior, multiplayer spawn positions, player collision, breath-holding animations, or settings saving, please contact us through community channels. Xiao Jiangjiang will keep collecting feedback by day and nagging the dev team about bugs by night—only chewing on words, not people.
— The BreathBound Development Team