Build V0.1.562

The Labyrinth Playtest · published · build 24965017

Published 09:00 08-27-2026Combat and balance

  • Skill cooldowns can now scale dynamically based on the character stats relevant to each skill.

  • Increased the difficulty of lower-level enemies to provide a more balanced early-game experience.

  • Improved enemy resistance to repeated impact reactions, giving enemies a better opportunity to retaliate.

  • Mystic martial abilities now interact more appropriately with magical damage resistance.

  • Added the ability to disable enemy level scaling for testing and balancing.

  • Improved skill caching and cooldown handling.

Equipment and durability

  • Equipment can now provide persistent stat modifiers.

  • Added reconciliation support so equipment modifiers remain synchronized when item definitions change between builds.

  • Significantly improved weapon-shattering visuals using physical weapon fragments.

  • Improved weapon-breaking audio feedback.

  • Improved right-click behavior when looting items that cannot be equipped or placed in a quick-use slot.

Status effects and movement

  • Added the new Well Rested status effect.

  • Improved sprint exhaustion behavior to prevent repeated bursts of sprinting as stamina regenerates.

  • Added remaining-duration information to status-effect debugging and UI.

  • Added a visible countdown when temporary status effects are close to expiring.

Onboarding

  • Reworked and improved the opening onboarding cinematic.

  • Fixed an issue where moving before the opening fade completed could prevent introductory enemies from spawning.

  • Improved the movement tutorial sequence so experienced players can begin moving immediately.

  • Added a return portal to the onboarding area near the Ruby Key door.

  • Fixed several cinematic camera, player positioning, and scene-loading timing issues.

  • Improved the Stranger’s Ruby Key dialogue: it is now triggered by interacting with the door rather than entering a proximity trigger.

  • Added localized racial visibility descriptions to the character-creation interface.

Interactions and looting

  • Improved the reliability of looting and other animated interactions.

  • Interaction timing is now derived from the relevant animation rather than depending entirely on animation events.

  • Added defensive handling for interactable objects that become unavailable during an interaction.

  • Improved forge interaction timing.

Visuals and world

  • Rebalanced and re-baked lighting across several areas.

  • Corrected overlapping geometry that affected baked lighting.

  • Added and expanded areas within the Buried Tunnels.

  • Fixed actors not casting shadows onto parts of the environment.

  • Added shader variants used by character materials to reduce characters appearing incomplete while shaders initialize.

  • Improved the main-menu character-card selection presentation.

  • Fixed corpses appearing or being baked above the ground.

  • Improved portal traversal and deformation behavior for enemies capable of squeezing through narrow openings.

Display and settings

  • Fixed resolution auto-detection on the first launch of the game.

  • Removed an invalid display resolution that could be generated from the current game window dimensions.

  • Cleaned up unwanted text from a main-menu button.

Development tools

  • Added a Nav Mesh Bake Mode tool for enabling and disabling bake-only scene objects.

  • Improved Nav Mesh blockers, patrol-point selection, and portal navigation setup.

  • Expanded the character-stat monitor with collapsible sections and active status-effect information.

  • Added an item-instance inspection tool for examining equipment modifiers during development.