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X300 PlaytestNewsX300 - Playtest Update 0.0.4
Game update

X300 - Playtest Update 0.0.4

X300 Playtest · published 25 Sep 2026, 06:14 UTC

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Thanks to everyone who has play tested X300 so far. We hope you have enjoyed the experience.

We've made a few changes based on your feedback, and they are now live. If you haven't played yet and want to, head to our Steam page. The playtest will only be available for a few more weeks.

First and foremost: thank you. Your playtesting is what makes this build possible. Every bug you report, every wall you walk into, every "wait, what happened there?" — all of it goes straight into the fix list, and a lot of what's below exists because you found it. Please keep it coming.

This build's headline is a complete rebuild of the save system. There's also a batch of AI, UI and stability fixes on top.

Save System — Rebuilt From the Ground Up

  • Level completion is tracked. The end-of-level trigger was dead wiring and never actually recorded completion — it does now.
  • World objects can remember their state. Loading a save restores the state of things you've interacted with. The first one wired up is the entry intercom keypad — partial code entry now persists if you back out and come back.
  • NPC state groundwork. Enemies can now be marked as "should stay dead" and honour that across a Continue. To be explicit about the current content: the koalas in the Ute scene are deliberately the always-respawn kind, so you'll keep seeing them come back after a death or a checkpoint reload. That's by design, not a bug — the persistent-death path is there for enemies that need it later.
  • Save points resolve properly. Loading a save now puts you at a specific tagged spawn point for the section, instead of a single fixed Player Start.
  • Old saves are migrated automatically. Saves from earlier builds are detected and upgraded forward on load. One thing to be aware of: the migration to the new format intentionally discards previously stored per-object state — world objects will re-initialise once on your first load of an older save, then save correctly from then on.
  • Settings are isolated. Changing volume, look sensitivity or graphics and then starting a New Game no longer wipes your preferences.

AI and Gameplay

  • Koala lunges are much more predictable. Previously three separate systems could trigger a lunge and they didn't agree with each other — the classic "it says you're in range but it just stands there". There's now a single decision path: if it can see you, it commits; if it only senses you, it waits about a second and a half before committing. That window is your chance to slip past unseen.
  • Fixed the koala threat animation. A stub left in place meant the threat display could repeat forever and never escalate to an actual attack.
  • Fixed checkpoint-reload errors around spawners. Reloading a checkpoint could throw runtime errors and spawn-then-immediately-destroy NPCs because every spawner's enemies shared one identity. Each spawner now tracks its own NPCs individually.
  • Restored the NPC hit reaction that had stopped firing.

UI and Playtest

  • Improved the end-of-playtest screen. We've changed the end screen to make it much clearer when you've reached the end of the playtest.
  • Added an assessment button. The end-of-playtest screen now includes a button that lets you view your assessment and provide feedback on your experience.

Thanks again to everyone who has taken the time to play X300 and send us feedback. We're still working through everything you've reported, so please keep the feedback coming while the playtest is live.