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.