Release Date: August 15, 2026
STEALTH:
- Rebalanced the Stealth mechanic to make entering stealth more achievable at lower levels.
- Increased the chance of maintaining stealth, targeting roughly 60% reliability for an average level-one character and approaching 90% at level ten.
- Stealth reliability now improves with both the player’s Stealth stat and character level.
- Stealth maintenance checks continue to occur when entering a new room rather than continuously while moving.
PLAYER MOVEMENT:
- Smoothed the transition between walking and sprinting.
- Player movement speed and locomotion animations now blend progressively instead of switching abruptly.
- Reduced the perceived delay when transitioning into a sprint.
ENEMY COMBAT AND COLLISION:
- Fixed an issue where Minotaurs could continue moving into the player while attempting to reach their attack position.
- Enemy collision radius is now calculated after applying the enemy’s randomized scale.
- Adjusted Minotaur collider sizes to better match their visible bodies and combat spacing.
- Added deterministic component initialization ordering for systems that must initialize before dependent components.
- Removed the legacy enemy interaction collider and mouse-click selection pathway from the base enemy prefab.
TRAILER CAPTURE TOOLS:
- Replaced the single Trailer Mode toggle with a configurable Trailer Profile system.
- Trailer profiles can independently control the following features:
- Music
- Game UI
- Vitality overlay
- Damage text
- Target indicators
- Trailer hotkeys
Added reusable responders capable of enabling or disabling GameObjects, CanvasGroups, and MonoBehaviours according to the active trailer profile.Trailer capture settings can now hide the normal game interface while retaining essential vitality information.BIOME TRANSITIONS:
- Added a new position-driven Biome Transition Zone system.
- Post-processing now blends smoothly between two biome profiles as the player moves through a designated doorway or passage.
- Transition progress is based on the player’s position between the two biome profile volumes, allowing the transition to work smoothly in either direction.
- Primary biome volumes can retain hard boundaries, preventing post-processing from blending incorrectly through neighboring walls.
- Updated Forge biome entrances to support the new transition-zone approach.
CLOAKS:
- Introduced cloaks as a new wearable equipment type.
- Added multiple cloak variants to the game’s available equipment and loot pools.
- Cloaks are visually displayed on the player when equipped.
- Added localized names and descriptions for the new cloaks.
ENVIRONMENT AND PRESENTATION:
- Continued extending and refining the onboarding environment.
- Improved post-processing behavior around biome boundaries and specialized areas.
- Added additional enemy corpse variations for improved visual variety.