Build 25258847

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The Labyrinth Playtest · public · first seen

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Patch notes · published by the developer

Build V0.1.580

On Steam

Build V0.1.580
Published 10:28AM 09-11-2026

Gameplay and presentation

  • Added protection against camera clipping through walls while listening to parchment narration.
  • Added additional audio variants for “You’ve Come Far.”
  • Refined the opening sequence.
  • Adjusted the chase speed of skeletal warriors during onboarding.
  • Updated the geometry of Shimmering Halls.
  • Added pipes to puzzles to reinforce their mechanical appearance.
  • Rebaked lighting.

Loot and narrative progression

  • Addressed the missing Rogue’s Remains narrative flag after looting the corpse.
  • Updated DeadRogueHint to deactivate when the flag is awarded, including when completed state is restored on load.
  • Added the optional NarrativeLootTrigger component, supporting:
  • - Any item removed.
  • - Any item from a specified collection looted.
  • - All items from a specified collection looted.
  • Added persistent loot-objective progress across saves and visits.
  • Added deferred narrative awards: completed loot objectives remain pending until narrative requirements permit the flag to be awarded.
  • Grab bags now retain their source’s GUID through spawning, saving, and loading.
  • Preserved compatibility with existing loot save records.
  • Removed temporary loot handling from StoryNodeTrigger and the unused spawner loot-event relay.

Triggers and trailer capture

  • Prevented disabled trigger sensors from processing trigger callbacks or being reactivated by pending scene-ready callbacks.
  • Updated trailer mode to skip scene background music and ambient-track playback while keeping the audio players available for other sounds.
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