Highlights

  • Anti-Gravity Tunnel — a new traversal element designed to create alternate routes and “rule-bending” puzzle spaces.
  • Disintegrator — a new tool/weapon aimed at breaking through obstacles and enabling alternative solutions.
  • Crate / item chute — controlled drops of objects into the level (useful for pacing, rewards, and puzzle setups).
  • AI refinement — improved robots + cleaner companion (cat) behavior.
  • Bug fixes — stability and polish across general gameplay.

New traversal: Anti-Gravity Tunnel

The Anti-Gravity Tunnel is a new environment feature built to create sequences where the usual movement assumptions are slightly “off”. Think of it as a controlled anomaly: it rewards momentum, changes timing, and opens new route design options.

  • New route opportunities (alternate paths, shortcuts, gated areas).
  • Puzzle spaces that lean on timing and altered movement windows.
  • More variety in how encounters are staged (combat + traversal mixing).

New tool/weapon: Disintegrator

The Disintegrator is a prototype tool meant for “break-through” moments — when brute force is the correct answer, or when you want to solve a situation differently than the default path suggests.

  • Designed for clearing or bypassing specific obstacles/props.
  • Supports alternate solutions (choose your approach rather than follow one route).
  • Tuning is ongoing: pacing, feedback and balance will evolve in the next builds.

Level interaction: Crate / item chute

A new chute element now allows controlled drops of crates/objects into a space. It’s a small level-building tool, but it unlocks a lot of design flexibility: rewards, resupplies, surprise moments and puzzle setups.

  • Controlled delivery of objects into a room/sequence.
  • Works for pacing (when and how items appear matters).
  • Enables simple “physical” puzzle logic built around objects.

AI improvements

  • Robots: improved decision flow and reactions, smoother navigation, fewer awkward stalls.
  • Cat: refined companion logic so it behaves more consistently around the player and level geometry.

Bug fixes & polish

As always in Pre-Alpha, a chunk of this build is quality-of-life: stability improvements, minor fixes and edge-case cleanup.

Project status

Pre-Alpha: content is expanding quickly, and we’re iterating on feel, readability, and pacing with every build.