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Patch notes · published by the developer

Performance, Performance, Performance (v0.24)

On Steam

Hello survivors!

Based on the changelog length this week, you'd think this might be a small update. However, we spent all week on performance and squeezing out as much performance in all situations as we can; we want to make sure the game is playing smoothly on all devices.

We've also been hard at work replacing a lot of our placeholder assets and UI with release-ready art and polish. There's still a lot more work to be done there before our full release (this month?!), but you'll notice a completely redesigned inventory and crafting experience at the Alchemy Table and Alchemy Altar.

Check out what's new below:

UI Changes

  • Added a key shortcut to inventory lists that toggles whether item tooltips are shown.

  • Redesigned the player inventory, equipment panel, and stats panel.

  • Redesigned the Alchemy Table crafting UI.

  • You can now equip/unequip weapons and equipment directly from your inventory list.

  • You can now see all your equipped weapons and armor in your inventory list while crafting.

Settings Changes

  • Medium is the new default graphics quality for new installs and for the Steam Deck preset. Existing installs keep their saved setting.

  • Added a new "Ultra" graphics quality level. Enemies cast real shadows and depth of field uses Bokeh only on Ultra. High uses Gaussian depth of field and scenery shadows; Low/Medium use more performant skew-shadow silhouettes.

Performance Improvements

  • Tons of improvements to late-run performance. The per-frame cost of the renderer no longer climbs with run length. Expected result: the game should be roughly as performant 30 minutes into a run as it is 3 minutes into a run.

  • There are now far fewer network messages sent/received while collecting gems and coins in a multiplayer MOBA match in Genesis Rift.

  • Lots and lots and lots of targeted performance improvements across nearly aspect of the game.

Bugfixes

  • Sin-Eater's lifesteal healed it every physics step while touching you, i-frames or not. Fixed.

  • Enemy on-hit effects and contact-triggered abilities now fire only when a hit actually lands.

  • Fixed some sprites swapping to the wrong art (a health potion, a muzzle flash, a burst) when a potion was auto-drunk or a weapon fired.

  • Fixed a bug where MOBA-only structures (like Arcane Tower) could appear as enemies in daily challenges.

Per-depot manifest changes

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