🛠️ ChangeLog – V0.1.552

The Labyrinth Playtest · published

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.