In short

  • Expanded the Training Zone with animated background fans, blurred background layers and new light-control triggers.
  • Added new traversal and progression features, including a sub-level transition system, a new passage to Level -67 and a swinging cable lamp that can be grabbed and used like a vine.
  • Improved visibility and lighting across dark rooms and night scenes, including weapons, lasers, lamps, sensors and combat effects.
  • Expanded player interaction with flashlight controls, cat hiding, anti-gravity buttons and environmental shooting interactions.
  • Improved ladders, mirrors, button visuals and metal box placement controls.
  • Delivered a major performance upgrade: most heavy calculations and rendering work were moved from CPU to GPU, resulting in much better smoothness, stability and overall performance.

Training Zone and level flow

  • Added animated fans to the Training Zone background.
  • Added background blur in the Training Zone for improved depth and atmosphere.
  • Added light shutdown triggers in the Training Room.
  • Introduced a new type of level transition with support for sub-levels.
  • Created a new passage leading to Level -67.
  • Continued work on the introductory stage for the Magnetic Robot.

New interactions and controls

  • Added dedicated buttons for Anti-Gravity interactions.
  • Added cat hiding, now available with the Z key.
  • Added flashlight color switching, now available with Tab.
  • Added flashlight field-of-view width control using the mouse wheel.
  • Added aim-distance control for the Shooting Robot using the mouse wheel.
  • Added the ability for the Green Robot to shoot hanging cable lamps.

New traversal element

Added a new hanging cable lamp object that the player can grab, swing on and use to jump across gaps like a vine.

Lighting and visibility improvements

  • Improved lighting behavior at night and in dark interiors.
  • Added UV-only objects for the Light Robot.
  • Fixed lamps that appeared to cast light but did not actually illuminate night scenes.
  • Improved the laser barrier so it is now visible in darkness and emits a subtle glow.
  • Improved the sensor grid so it emits light and remains visible in dark areas.
  • Improved the Laser Robot’s beam visibility at night.
  • Weapons used by the Shooting Robot, Magnetic Robot and Electric Robot are now visible in darkness.
  • Weapon holstering sparks are now visible in dark scenes, although this effect still needs further polish.
  • The plasma hit flash is now visible at night.

Gameplay objects and world behavior

  • Black barrels can now be destroyed by plasma gates, just like interactive boxes.
  • Ladder behavior was improved.
  • Mirror behavior was improved.
  • Improved the appearance of buttons used for setting up metal boxes.

HUD and presentation

Updated the health bar visuals in the HUD. This is still a temporary HP bar and will be refined further.

Optimization

  • Improved performance by moving most heavy calculations and rendering operations from CPU to GPU.
  • This significantly increased frame smoothness, stability and overall in-game performance.

Project status

Pre-Alpha — core systems, lighting and traversal are being actively expanded and refined.