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.