We keep working on making our game even better.
You have given us a lot of input and we are very thankful for that.
By the way, you can watch live how we work on the improvements. Just check out our Twitch-Channel (twitch.tv/binaryimpact), where almost every day one of our developers is streaming live to answer your questions and look at issues.
We also managed to save 400 MB of RAM in all chapter 1 levels. This is an optimization of the dialogue system. We hope that we can reduce the load on your systems this way.
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If you have any questions regarding Beam or want to leave us feedback, you can directly reach our community manager Zinni by mail (thomasz@binaryimpact.de), join our Discord or send a DM in one of our socials.
So let’s go into the details…
[b]System[/b]
Added – Name of the level to the loading screen
Added – Coyote time
Added – New cursor
Added – A particly size to the collider spawner, creates a bit nicer colliders.
Added – Collectables now give 10 health on collecting and can be collected each time you restart the level.
Fixed – Time achievement in chapter 2. Time related achievements are now checked on every level finish instead of last level in chapter, so player is able to improve level times to get it without playing the last level again.
Improved – The calculations for the active Beam effects to look nice.
Improved – We managed to save 400 mb of RAM in all chapter 1 levels. This is an optimization of the dialogue system. Please give Feedback if you find lines that are not played correctly
Improved – Cutscene
[b]Level[/b]
Fixed – Level 1.1 – OC and collision issues
Fixed – Level 1.1 – Camera views on first fire
Added – Level 1.2 – Collider to beam next to cellectible
Added – Level 1.3 – Container magic to explain a planechange popping up
Added – Level 1.3 – a sign to the exit door
Added – Level 1.3 – Missing collider to ceiling lamps (yes some one found a way to jump there)
Fixed – Level 1.3 – Missing collider on a little block because Nitablade is a perfectionist
Fixed – Level 1.3 – Visible floor collision
Fixed – Level 1.3 – Crystal position
Improved – Level 1.3 – Camera handling in corridor after climbing the one with the fire
Improved – Level 1.3 – Incresead size of control monitor
Improved – Level 1.3 – Adjusted a planechange so you cannot jump over it. Whoever still can do it will get a crystal
Improved – Level 1.3 – Somewhat more, added more safety platforms and safety nets for falling
Improved – Level 1.3 – Little issues on collision with dorrframs and things like that looking not perfect
Fixed – Level 1.4 – A lot of issues, mostly cosmtic. All reported by Nitablade. Thank you for helping out!
Fixed – Level 1.5 – The StixFRA out of bounce issue
Improved – Level 1.5 – Camera in the 1st room on the right side
Improved – Level 1.5 – Performance off the particle systems
Improved – Level 1.5 – Position of two audio dialogue trigger
Added – Level 1.6 – plane change to antigrav room
Fixed – Level 1.6 – Savepoint issue
Fixed – Level 1.6 – Possible collider issu
Fixed – Level 1.6 – Black screen issue on 2nd saws
Improved – Level 1.6 – Tried to improve performance in the mirror room
Improved – Level 1.6 – Slight performance increase in the lever code
Improved – Level 1.6 – Lever upside down variant has now a weaker spring
Added – Level 1.7 – Collision to prevent reactor skip cause that one does not look good
Improved – Level 1.8 – Hopefully increased performance at the lever in the acid room
Improved – Level 1.8 – Changed door behaviour on getting power
Improved – Level 1.9 – Greatly improved performance
Improved – Level 1.9 – Camera handling in abyss controll room
Fixed – Level 1.10 – Camera in first pipe
Fixed – Level 1.10 – Fire being to big
Fixed – Level 1.10 – Barrel not rolling on the plate as intended
Fixed – Level 2.2 – Several camera and collision issues