In short

  • Added a prototype of a new enemy — the Alien. For now it appears as a test background element in the city, patrolling the area; its dedicated map is still in preparation.
  • Added a new light-based puzzle where the solution must be read from hidden writings visible only under the correct robot light. New supporting artwork was added for this sequence.
  • Expanded environmental interactions: Action Box buttons can now disable lasers, action buttons glow in darkness, and a new portal-style transition was added.
  • Expanded the lighting system with on/off triggers and improved bright/dark scene setup, especially in the city underground.
  • Significantly refined the Electric Robot: added electric audio, improved the discharge effect, beam visibility, hit reactions and wall blocking for electric attacks.
  • Delivered a broad stability and quality pass: level preloader, loading progress bars, improved elevators, moving platforms, cat behavior, robot movement and teleport handling.

New content and puzzles

  • Added a new enemy type — the Alien. It currently works as a test patrol element in the city background.
  • The dedicated map for the new enemy is not ready yet and remains in production.
  • Added a puzzle based on hidden writings that become readable only under the correct robot lighting.
  • Created new artwork and scene elements for the hidden-writing puzzle.
  • Updated the graphic for the See Invisible effect.
  • Added a new portal transition.

Interactions, buttons and level control

  • Assigned laser shutdown behavior to buttons connected with Action Boxes.
  • Action buttons now glow when the lights are off, making them easier to read in dark rooms.
  • Added lighting triggers for on/off state changes.
  • CTRL + Scroll zoom in / zoom out was added to single player. Previously it was available only in Training.

Electric Robot and combat

  • Added electric sound effects to the Electric Robot.
  • Improved the Electric Robot’s discharge effect.
  • The Alien can now be hit by the Electric Robot.
  • The Electric Robot can no longer fire its electric beam through walls.
  • Fixed additional cases where the fifth robot’s electricity could pass through walls.
  • Improved electric beam visibility in dark rooms.
  • Fixed double drawing of the electric beam in the city underground after hiding and recalling the robot.
  • Improved the hit effect when the Alien is struck by projectiles.
  • Improved individual damage highlighting and drawing for Alien damage caused by robots 1, 2 and 5.

Lighting, visibility and presentation

  • Improved lighting and darkness configuration in the city underground.
  • Improved lamp lighting when the main light is enabled in bright rooms.
  • Changed the background for Training Level -71.
  • Removed the cursor from the Loading and Loading Training screens.
  • Improved audio trigger handling and behavior.
  • Resolved inconsistencies in weapon drawing and weapon effect rendering across different situations.

Performance, stability and loading

  • Improved game performance in the city.
  • Significantly improved overall game stability and performance.
  • Added a level preloader — the level now starts only after required objects have been loaded.
  • Added loading progress bars: Loading assets, Preparing level and Scanning sector.
  • Improved game behavior after player death when no save had been created.

Movement, cat, robots and platforms

  • When the cat falls into a deadzone, it now respawns near the player.
  • Robots can no longer fly through electric gates and lasers — they stop just before the obstacle.
  • Robots no longer stop on walls; they now avoid them correctly.
  • Improved sensor grids so the player no longer gets stuck on their edges.
  • Improved manual cat control, including ladder climbing.
  • Improved hiding and recalling the cat with the Z key while on moving objects.
  • Improved transitions through teleports, doors and gates — if the cat is hidden, it no longer appears automatically after the transition.
  • The cat now behaves more precisely: it no longer jumps unnecessarily or blindly mimics the player.
  • The cat can now jump on ropes and cables.
  • The cat no longer jumps onto the elevator roof.
  • Improved side collision between moving platforms and the player, preventing the player from getting blocked on the platform.

Elevators and moving objects

  • Rebuilt the Training Room and increased ceiling height between floors to separate them more clearly visually. This required increasing the overall level height.
  • Improved saving and loading the player character in elevators — the character now loads correctly, does not fall and does not get stuck inside the elevator.
  • Improved jumping in elevators and on moving objects so movement feels more natural.
  • Added major improvements to elevator and passenger handling, especially at higher speeds.
  • Increased the flexibility of the elevator handling system.
  • Improved elevator layers.

Project status

Demo Alpha — this build expands test content while cleaning up key systems responsible for readability, movement, stability and object behavior across levels.