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Ascension Development Log

Keep tabs on our development progress as they are updated. Sneak peaks into our debut game...

Last updated 19/09/26

August - September 2026

Getting ready to showcase Ascension at the NZGDC

  • Soul progression UI update, bonuses, crown: speed run mode is only accessible if you have 20 points in crown

  • Added Play Sound to Blueprints for SFX damage responses to Guillotine, Small Guillotine, Grinder and Spiked Spinner - fixed up a few levels
  • Changes to 000, 18 and 27, frag group had to be reset
  • Updates to loading logo and training map 000
  • Training level 000 GLORY
  • Restaging issues from LFS push
  • Re-commiting smaller textures to bypass LFS
  • The start screen music plays based on the planet, just like the lighting. Edit in DA_StartScreenMusic
  • The sand surface type and sand footsteps have been added and can be used just like the rest of the surface types
  • Options for changing split screen layout (horizontal,vertical) is added to settings UI
  • Mouse and controller looking around speed are separated from each other, and can be adjusted individually in settings
  • 2P HUD, WIP: The HUD is created on each player's screen
  • Updates to training_000 - added SandLayer to landscape material
  • Fixed The Start Screen Intro (Player Bouncing when still)
  • Added Looping Music to each of the Start Menus - More polish to Training 000
  • Added text image for "controller sensitivity" and "Horizontal Split Screen" into the UI folder (all of the txt assets in the settings menu now have images to be replaced with in the systems/ui/ folder
  • The first-person UI response setting now impacts both players, so player 2 also sees the HUD whenever collecting stat pick-ups doing super jump, etc
  • Fixed the bug on the start screen where the level list UI would sometimes be empty
  • Made soul progression navigable with a controller
  • Soul progression, point assignment and UI for 2P: Each player can plan their point assignment separately in the Soul Progression UI
  • Soul progression: The in-game benefits of each player's point assignment are applied correctly for them
  • Added level exit to end
  • Updates to assets for cinematic and music volume
  • Narrative intros to remaining levels; 23,26,29,31,32 - subtitles done for 26 - 23, 29, 31, 32 remain - fixed start screen player glitching ( need to test in packaged game )
  • New UI input class. For example, the end screen works with WASD and arrow keys at the same time
  • Updated subtitles for levels 23,26,29,31,32 - changed loading screen for training_0 in dt_levelstraining updated level training 000
  • Added The Initiates Vision mp4 to content/movies/ - for playing before training level 000 - first play through can't skip - once watched can skip
ghost.jpg
  • Fixed the karma bug 

  • Level data asset, changed positions of player start 2 - tweaks to lighting and perf in T000
  • Narrative pass on training_000
  • Updates to Level_Training_000 and new assets added
  • Made is so physx actors have physx disabled until activated by plater - added new narrative assets to training_000 - updated training_000
  • The frame drop bug is fixed
  • Tweaked a few assets made some changes to lift speeds on level 28 - changed savegamelevels but it didn't have any effect
  • Added additional missing levels to saved game levels - removed depreciated, changed editor and package start maps - added new scrolls to Parch Archive data table
  • Updates to level 33 (NZGDC Map) updates to dt levels
  • ​Profile system, WIP
  • Updates to some materials and renamed NZGDC level to LVL_33_TheSolarAscension so I could add music etc to it; Updated Training level_000
  • Added Ghost Skeletal Mesh and Materials - saved changes to Untitled.umap (added ghost) to be replaced with current ghost model
  • Save and load profiles (minus idols collected and unlocked levels, WIP), some input fixes in start screen, unlinked the previous input selection screen and now it works with the profile system instead
  • Each profile now stores and loads level progression independently , it's done, remaining parts are Profile-Idol and Profile-Soul save and load systems
  • Adjustments to names of levels and folder locations
  • Track intro videos with Git LFS
  • Soul progression’s UI, point distribution, and in-game buffs all use the new profile system, the same goes for idols. This should mark the end of the profile system
  • Idols collected display in the profile UI
intro lvl.jpg
  • Added a bool to the player controller to bypass the loading screen and intro sequence for dev purposes

  • Updated the end screen UI

  • Glory - Egyptian assets and level block in

  • Small updates to grade system

  • End-screen buttons are greyed, except for the active/focused one

  • Fixed the foot offset from the ground

  • Trial solution for the physics problem (big box to re-activate before problems are visible) some changes to some other levels

  • Collision on Training level 0A

  • Renamed and updated first training map - still WiP

  • Added SFX for sand physical material

  • Updates to training levels

  • First person clipping: fast turn

  • Start screen sounds

  • Added WBP_ST_Tut_02 asset for text for intro narrations - fixed a couple of parchments, added a Wheel of Fortune (reset wheel) parchment fixed a few issues with a few levels

  • Updates to the FP camera

  • Update to camera: restoring smoothness

  • Minor fixes for adept difficulty levels 01-10

  • Fixed the end screen math

  • Intro subtitle widget is added to the levels data table

  • Fade out the intro subtitle over 1 second on skip

  • Subtitles for levels 00-22

  • Subtitles complete for all levels with audio narrative intros

  • Subtitle for start screen intro - and additional sounds to start screen intro

  • Added profile button to start screen

  • Added some UI elements to the Systems/UI/ folder for Leaderboard & Profile Select

July 2026

Minigames and UI Glory

  • Parchment mini games added to early levels

  • Added mini games to all appropriate parchments across all levels - added new maps to cook list - created alternative widgets for other gods

  • Status is now displayed in third-person mode as well

  • Status icons are bigger (64 to 84), status bar is vertical

  • Updates to Lighting in some levels - last cinematics complete

  • Start Screen Tweaks

  • Updates to all levels - updates to some assets - put roof over crush trap to stop clipping

  • Changed the displayed text in the settings

  • Moved "Sphere Based Start Menu" to LVL_StartScreen_Lighting

  • More tweaks, unifying art rules in levels

  • Start screen: each lighting profile will be loaded based upon the last played level

  • Fixed the UI response bug

  • Sweep across all levels - 01 - will be more of these to follow

  • Krishna silver material, added reference to inventory level, updated training level background so text doesn't clash

  • Difficulty pass on levels 1-20 - Collision is still present on instanced static mesh objects that are tagged to be culled for other difficultly levels

  • Difficulty pass across 20-30

  • Green and golden checkmarks are added to the levels list

  • Training levels list supports the checkmarks as well

  • Difficulty Pass completed to LVL32

  • Black and white spheres move on splines at the same speed across different frame rates

  • Unlimited FPS option added

  • Karma bar UI: Added a color change animation to the Karma bar when it increases or decreases, so players can notice the change

  • Fixed the collision issue with merged actors and difficulty

  • UI Images for settings menu

  • Updates to broken materials - fixed start screen intro into the drain - made some changes to levels 8-9-13

  • Removed all unneccessary spike actors from levels

  • Cleaned up and organized the controller code

June 2026

Winter time = Lots of computer time

  • Updates to a couple of assets - updated level 25

  • Changes to Trial of Mercury and Loading Screen added to 25

  • Fixed the jarring camera movement that occurred when sprinting and jumping in first person

  • Fixed a first person camera bug

  • Parchment Archive is added to the menu

  • Added parchments, updates to all levels

  • Inverting the mouse wheel zoom direction

  • Added some materials for UI - updated parchment positions on training map - changed LODs on jump stool which was bugging with FOV slider

  • Materials and Textures for UI components

  • Hit Indicator

  • Status Symbol

  • Added Savepoint VFX and Wind Trail FX to Air Pads

  • VFX added to some assets

  • ​Activate After Audio checkbox has been added to parchments

  • The smoke ring particle spawns on heavy landings

  • VFX updates to various assets - replaced spin whackers with a blueprint and animated actors

  • Fix for Player Character not compiling due to ALS_AnimBP_Sword & ALS_ANIM_BP

  • Lots of changes for VFX - trails etc

  • New animation assets for super jump - new dither materials and sphere mask camera materials - started on dither / sphere mask collision pass

  • Camera Fade materials created and added to first 8 levels - collision tweaked on mesh for smoother experience

  • More VFX updates - including culling systems - more optimisations to levels re camera collision and dither fade and camera mask materials

  • Activate and deactivate physics, fall damage hit indicator, smoke ring fix, super jump trails, jump pad vfx

  • Updates to levels for camera collision - updates to VFX on attacks, jump etc

  • Particle For Bounce Pad Placeholder

  • Camera max pitch is constrained

  • Portal cooldown

  • Sound asset update

  • Tweaks to VFXs assets - Tweaks to Portal - Path of Judgment - Footprints etc

  • Updates to menu sounds - some changes to levels

  • Fix - Tweak references with description - Untitled map

  • Alter_Of_Incense_Torch: cast shadow is disabled, cull distance

  • Actors that are disabled because of the difficulty tag won't play any animations​

intuition.jpg
  • Fixed the archive button not being clickable

  • Upgraded Scroll Achive visuals - NEEDS Previous and Next button to scroll through easier

  • UI menus and widget updates - updated imagery

  • UI overhaul and updates

  • Added a "momentum" variable to portal, traps will destroy barrels

  • Dynamic save flag and pickup asset - plays sounds

  • Added a reward slot to Barrels

  • Ladder movement (rotating movement, movement along any axis) is now supported

  • Barrel and portal pass

  • Ladder has a boolean variable that is false by default

  • If a barrel is dropped on an actor that simulates physics, the barrel also starts simulating physics

  • Level 29 & 32 optimized

  • Purged some objects from the project - created Ascension_Inventory_01 Level which displays the majority of components used in the game

  • Details to first 6 levels + further optimizations

  • Details to Jupiter & Mars level - adjustment to materials and lighting - (looking fucking amazing)

  • Updates to lighting and screenshots

  • Added minimaps for lvls 25-06-07 - added assets for UI interaction parchments

  • Updates to level cinematics - and tweaks to lighting in some levels - updated parchments - added new parchments

  • Parchment mini game

  • Mini Game WBPs for PRINCIPLES - CHAKRAS - ALCHEMY

  • Voice updates - added intros

  • Fixed the hud not displaying after time penalty or reward in parchment minigame

  • If a platform/door is linked to a parchment , and if that parchment has a minigame, the door only opens after finding the correct answer

  • Alt start screen lighting - changes to levels - adding mini games to parchments

  • Fixed the SeaSaw attachment bug

  • Added a new mini game

  • Updates to early levels; Start Screen and music more reflective of game

  • Change to start menu map - changes to trial of hermes map

  • Added the Gods mini-game and fixed a bug where parchments were still receiving click events after the interaction was over

soul prog.jpg
  • Level 30 - fixed level play lists - finished level 30, intro and cinematic

  • ​Added End_Screen camera to level 10 - fixed light channels and lighting on level 01 - Added Coyote Jump mechanic - Changed super Jump to Frog jump - Idols can now be collected per level for stat changes

  • Tweaks to level 01 - Changed TXT Decor asset

  • Minor Changes to several levels

  • Level 25 updates

  • Adding pickups to rooms and more fragment loops, fixing asset placements

  • ​Updated levels 1-16 - added fix to Coyote Jump - Ascension Jump, Gravity - R Grappling Hook Proto-type

  • Update to levels 16-32

  • Finished level 32

  • Added more jump sound assets - added screen shots and icons for later levels - finished level 31 and 32

  • Updating git attributes

  • Untracked the player character from Git LFS, removed hook

  • ​Added 3 camera related variables to exposed settings

  • Fixed the interaction going into third-person mode bug

  • Added the Camera Mask Material Function

  • Created a new docs folder and added docs for the camera mask

  • Reverting camera manager

  • Minimap updates and other optimisations

  • Parchment updates

  • Fade shader to torch - adjusted sound tracks of some levels - added death sound

  • Parchment lag bug is fixed

  • Reset Wheel Updates

  • Solved a bug where reset wheel mismatched values after the 2nd reset. Added time sphere (time pickups, even when on a spline) to reset wheel

  • Added more detailed doc for recent updates to Reset Wheel'

  • Changes to levels - updated reset wheel defaults - added some materials

  • Updated Hermetic Principle Parchments

  • In First person view, when the player sprints - Move camera slightly back from player head to prevent clipping

  • Interaction points that support multiple interactions such as reset wheel now handle rapid presses properly

  • Spirit, Health and Stamina Spheres are added to the reset wheel

  • Removed an old logic where after landing character would go into aiming mode for a few frames

  • Movement was much more responsive when the character rotated faster for a short duration after landing, so I added it back

  • Dynamic Save Point: you have to collect BP_DynamicSavePickUp, then when standing on the ground ,by pressing debug key "R" you'd be able to drop a dynamic save point

  • Added a First Person FOV Slider to the Settings Menu.

March - May 2026

More levels and loads of updates

  • First 4 rooms of level 24 - added a couple of new platforms

  • Level 23 updates

  • Added Sound FX for Boost - updated some assets in Level 22 - Finished Level 24 - Just cinematic to go

  • added material for shrine base - MI_Rusty_Plate_Golden -added a rectangular plat form SM_Rec_Plat_01 - updated level 24

  • Level 24 - cinematic complete - needs decal and optimisation pass

  • Tweaks to Level 24 - Lighting, Added Loading Screen - slight changes to some of the trims and occluders - fixed some cinematic jankery

  • Optimisations to level 21 & 22 - Mesh Merges and Shadow Depths

  • Lvl 18 , 23 , 25 , 13 changes

  • Lvl 23 Mechanations Shadow Cast pass

  • Level 25 cine added for play testing, fixed some platforms - added sound intro for level 25

  • Started on level 27 - The Temple

  • Room 3 - 7 completed of level 24 - added some new modular assets

  • Level 27 block in complete

  • Updated lvl 25 , reduced last room size down alot

  • Mesh merge optimisation pass for level 27

  • Completed level 26 - Overhauled and coverted to an Initiation from a Trial

  • Loading screen and thumb nail for Path of the Hierophant (26)

  • Pass on Level 25 first three rooms

  • Level 28 Shell

  • Minor changes to lvl 25 , cleaned up mesh floating and removed some mesh from last large room, fixed clipping issue with a swing chainball trap

  • Level 28 updates

  • Level 28 - screenshot, cinematics

  • Updateds to DT_Levels - Level Icons for World Map - New Fragment Sounds for Mercury & Lunar Levels

  • Update to lvl 23 - fixed fragment loop, lvl 25 adding more to last 2 long rooms

  • Updated Fragment loops from level 15-27

  • Adjustment to some levels following a play test - started level 29

  • Updates to 29 - added new pipe mod & fixed collision on a couple of assets

  • Finished level 29 and added cinematics for 29 and 26

  • Block in of level 30

  • Parchment targeting: Default value of lunar stat

  • The cursor obstructing the screen after closing the menu has been fixed

  • Updated the start screen level: level select and speed run buttons now support controller, and added the soul progression button

  • Changes to level 30

January - February 2026

Early Access Available NOW

  • Removed collision from all light boxes - blocked in Level 24 - created LB for Level 22 and Level 24 - fix to RP_06_H added Edge_Trim_A

  • LVL 23 Added BookMarks & Thumbnail - Working on Large room

  • Added a new slot for boost activation SFX in the exposed setting

  • Added conveyer sounds, push plat - changes to Untitled.umap

  • Added Boost, red spheres, middle mouse button, thumbstick, and thumbstick 2 (M3, M4, M5) to possible key binding options.

  • In the start screen, if the first training level is completed, selecting Training will open the training level selection UI instead of jumping to training level 00

  • Updates on untitled dev map - added some new assets

  • Added 2 new traps - guillotine_02 working

  • Level icons and voice intro level 18

  • Changes to a few assets - and finished level 21

  • Fixed time pickups in lvl 10, also removed some Hidden Actors, Updated lvl 23 blockout

  • Updates to audio intros, and changes to level 21

  • Lvl 23 Starting blockout Path Of Deceptive Mechinations

  • Updates to 21 - and added cine to 23 for play testing

  • Lvl 18 hit pads and jump pads Starting sound changed to Access Granted Sound - Level 23 lighting Started

  • Mesh Merge pass on Level 22 - complete minus a few optisations needed

  • Perf optimizations to level 17, 19, 20, 21, 22 (mesh merges and light perf) and a few other assets

  • Added time , spirit pickup and major time pick up in room 7, fragment loop, black spheres loops, white spheres, pipes etc room mostly done needs detail pass

  • Corrected the Emerald Tablet’s text color and parchment colour

  • Updates to a few assets - major overhaul of level 22 - Trial of Hermes, changed based material for spike actor

  • Fixed brightness issue

  • Portal update

  • Level 20 complete

  • Level 20 Cinematic (EPIC)

Available Now on Steam
  • Changes to Trial of Mercury - Bug with Portals Salar needs to look at in first room

  • Tweaks to Path of Polarity and a few supporting assets

  • Added parchments to levels as per feedback from speed runner - updated lighting on start screen

  • Sound Assets (Heart Chakra) Copper (Venus) - material tweaks - and details, parchments, cinematics etc for Trial of Harmony (FKN Difficult)

  • Added dialogue frame

  • Updates to the start screen

  • Added speedrun mode

  • Small difficulty & visibility tweaks to early levels

  • Lvl 18 updates - Work on Room 3 - Added multiple ways up, has 1 Jump pad loop to open a door to room 4, also has a partial fragment loop to open room 5

  • Garden of Desire Updates - screenshot and icon assets - DT-Levels updated - Cinematics complete - Intro and Outvoice done - Fragment sounds left to do

  • Changes to levels - fixed end rooms on ToB and CoB

  • Inverted brightness slider direction
  • PoA fix spawn karma volume moved spawn to outside volume
  • Thoth statue on start menu screen is clickable (with outline when mouse over) and goes to the link
  • In start screen coins, and the thoth can be selected / toggled with the controller / keyboard (as part of the menu)
  • ​Reduced the max brightness by 50%

  • Final tweaks for Submission Build - Play Test Needed

  • More tweaks to levels and assets following last play test

  • Fixed the ghost not being rendered in the packaged build

  • Added additional Horus Urns and Busts to all levels and a few extra spirit spheres

  • Reduced save file size

  • Fixing minor UI and save-related bugs

  • Achievements

  • DualShock and DualSense are triggered on death

  • ​Added Gamepad type detection, in game prompts and config keys in settings display button icons accordingly

Urns
  • When controller is unplugged during game play, the game does automatically pause

  • When the user is playing with a controller, the mouse cursor will not be visible

  • The game pauses when the Steam overlay is opened and unpauses when it is closed

  • Added new sound assets -added dual shock feedback to traps, drop plats, break plats and black spheres.

  • Force feedback additions

  • Fall shield impact and FALL DAMAGE feedback

December 2025

Final changes

  • ​Changes to levels - fixed end rooms on ToB and CoB

  • Inverted brightness slider direction
  • PoA fix spawn karma volume moved spawn to outside volume
  • Thoth statue on start menu screen is clickable (with outline when mouse over) and goes to the link
  • In start screen coins, and the thoth can be selected / toggled with the controller / keyboard (as part of the menu)
  • ​Reduced the max brightness by 50%

  • Final tweaks for Submission Build - Play Test Needed

  • More tweaks to levels and assets following last play test

  • Fixed the ghost not being rendered in the packaged build

  • Added additional Horus Urns and Busts to all levels and a few extra spirit spheres

  • Reduced save file size

  • Fixing minor UI and save-related bugs

  • Achievements

  • DualShock and DualSense are triggered on death

  • ​Added Gamepad type detection, in game prompts and config keys in settings display button icons accordingly

November 2025

Polish time

  • Optimizations to levels - ISM mesh merge, shadow casting disabled from floors

  • Added difficulty support for time pick splines. Tags for time pickups and splines are now visible.

  • Update LVL_10_Crucible_of_Blood

  • Added sounds, updated exposed settings, finished Trial of Blades Block in and Item Drops

  • Fixed climb bug on SpikePanel; spike spears are now only visible when they start coming out

  • When the parchment gives you time you hear the white sphere time sound - and it brings up the UI

  • Finished Trial of Blades - Added Menus to Start Menu

  • Fixed player respawn sound

  • Lots of updates, sounds, mesh, data assets - training level 03

  • Dialogues won’t be interrupted, added fall shield sounds, fixed emerald bug

  • Fixed half-open doors on death

  • Bump-Free Character Movement

  • Updates to various levels and added new assets, sounds, adjusted mesh

  • LVL_Training_02 complete - added Earth Shield Parchment

  • Fixed a few bugs, deleted all hidden actor backups from the levels (their collision was being calculated!)

  • Disabled the character masks

  • Adjusted Player Skeletal Mesh and Skirt Mesh

  • Changes to all levels (except Crucible of Blood) - to adjust TXT consistency - Fixed spelling errors in all parchments - Added sounds - fixed sounds - added end level cameras for Training levels

  • Removed a bunch of old grunge assets - replaced with new stain textures

  • Rename and fixes to Crucible of Blood

  • Added BP_InstantMovement: a box overlap that disables interpolation while the player is inside it.

  • Added Respawnable tag to BP_Beam, BP_Tilt_Plat_02, BP_BeamBreak arms, and Horus-Anubis so the Reset Wheel will respawn them. The Reset Wheel now remembers custom variables of some actors like JumpBox

  • End screen has different buttons in training levels

  • After landing from a super jump, gravity returns to normal

  • Fixed a bug where the Reset Wheel wouldn’t respawn. JumpBoxes if they had been destroyed for too long

  • Changed Trap Material Defaults on Wall Puncher - Added Instant Movement Volumes to levels 3, 4, 5, 7, 8, 9, 10, 11, 15, 16

  • Cast Shadows turned off on spin whackers , lvl 4 , 12 and 14

  • Start Screen Cinematic Yolk

  • Added Crucible of Blood Light Blocker - Added Trial Of Expansion Cinematic

  • Crucible cinematics and changes - dt level update

  • Added instant movement to the rest of the relevant blueprints

  • LVL 10 & LVL 13 - Merged Mesh, Hidden Mesh deleted

  • More work on start screen - added detail decals - txt decals, etc.

  • Replaced the input system, added key bindings for keyboard

  • Started Screen Intro Cinematic Complete - End Camera on Training levels

  • Changing the key binding images

  • Update LVL_12_PathofViolence.umap

  • Added Gamepad inputs, Updated the UI, Made the movement inputs configurable

  • Tattoos are Persistent (until changed)

  • Fixing the Level select UI issues

  • Updates to sounds - populated DT-Levels Training, completed training intro voice and cinematics - detail pass to Training_02

  • Decal and difficulty pass lvl 13 / 14

  • Added sound cues to settings buttons

  • Added Lift Button and adjusted stain assets

  • The controller key binding UI now shows icons instead of text when available

  • LVL 10 Decal pass - still needs difficulty pass added

  • Detail and decal pass on Training 00-02 - and Levels 1-4

  • Training_Spheres: Level select screen differs in training levels

  • Difficulty & decal passes to 04-08

  • Fragments mesh update after shuffle

  • Wall punchers applies force to character if character is crouching

  • Start screen can now be skipped after the first play; added controller support to start screen buttons; fixed wall-punch animation in intro

Path of Wisdom
  • Decal pass and trims punchers pass

  • Subtle Updates to Start Screen - new voicing, fix to trim roof collision - fix to lighting in emerald tablets - decal and difficulty pass to 08-09

  • Performance pass to textures - Trial of Expansion now smooth as butter - added final icons and loading screens to DT_Levels; tweaked BP_PickUp - added Krishna's to training map

  • Simplified Room_Trim Collision - and created duplicate for passing through - Updated Wheels of War Decal pass - simplified pearl material

  • Finished level 16 difficulty and decal pass

  • Added levels to packaging list

  • fixed access to locked level bug

  • fixed bug: Start Menu Items can be accessed with controller during Start Screen Intro Cinematic

  • Fixing a controller key binding UI bug, left and right input in the start screen settings, issues with breaking free from karma binding, lag | teleport bug, Altar of Incense torch would sometimes not activate, a bug with roll stamina cost and cooldown.

  • Marked the packaging settings as ‘For Distribution’

  • Debug print strings are enabled

  • Disabling belt decals, disabling print strings

  • Fixes to collision, adjustments to a few levels - fixed DT_Levels & refreshed WBP_End

  • Fixes on first few levels - IM box issues

  • Parchments (and any other actor that displays green prompts, such as fragments and levers) can also show input actions in their text.

  • New parchments to levels with large frag loops - difficulty and decal to path of auth - fixed names in DT levels

  • Added parchments to the early levels - changed a bunch of sounds - added visibility to some key items in the first levels

  • Collision edit to lvls 10 , 12 and 13 and to climable pipes

  • Tweaks to music max volume - tweaks to volume on swing blade - saw blades and wall punchers - added tile physx sound planes to all levels - adds a mighty pop

  • Sound Pass

  • Added more death encouragements to the randomizer - added outro voices

  • Update to box on LVL 10 Trial

  • Music changes and level fixes

  • Lvl 14 minor update

  • Changes to character materials and mesh

  • Tweaks to levels - sound fixes - character skins

  • Lever text is White and the parchment text is Gold

  • Swapped the world map image with the one where levels past level 16 are locked

  • Changing the difficulty settings on the Start Screen won’t restart the level.

  • Fixed a save game bug

  • Replaced ‘Gore’ with ‘Ghost’ in the settings to control whether a ghost should spawn after each death.

  • Added controller support for Skin settings

  • Replaced buttons; fragment text is now green; death ghost is disabled by default in the settings

  • Promo level is added to the packaging list

  • Added Parchment Variations - Changed name of Fog Actors in All Levels except Start Menu - Changed resolution of parchment textures

  • Minor tweaks to materials and levels

  • The bear trap returns to its starting location if it’s no longer on the ground

  • Changed the End Screen texts

  • Fixed Players Karma being effected once level is completed

  • All levels unlocked

  • Tweaks to lightening environment across all levels - tweaks to blackout mesh and shader - tweaks to mask materials

  • Disabled static lighting in project settings (compile shaders required) testing reduction of shadow depths on Trial of Expansion

  • Lighting optimisation to LVLs 1-11 and set cast shadow to off on a bunch of blueprint actors - disabled UDP messaging plugin

  • "LOWEST SHADOWS" option to not disable the shadow, instead disable the "volumetric fog"

  • Adjustments to lighting in levels

  • Minor changes to volume slider levels - added sphere parchment and a few adjustments following playtest

  • Changed slider defaults on menu and save records

  • Fixed the bug about Key bindings save and load

  • Locked levels. Fixed a small issue in the start screen menu

Path of Authority
  • ​Updates to the Fail Screen

  • Update LVL_13_RhythmofBlood

  • TimePickUps spawned by a spline won't cast shadows by default. The 'Cast Shadow' variable is now exposed for them

  • Updates to collision on spinwhacker (no climbing) added banners, new textures for Mars - updated some sounds - optimized several levels

  • Fix: timer stops counting after reaching the level exit

  • Added more voicings, adjusted defaults to stat pick ups so they don't cast shadows - added a pipe great mesh and another detail wall mesh - huge updates to trial of expansion (epic af)

  • Fixed the fragments bug with wrong access granted after collecting the same fragment multiple times

  • Changed thumb nails in trim folder - updated trial of expansion

  • Updates to UI

  • Updates to path of wisdom, trial of expansion, tattoo material (wip)

  • New Tattoo skeletal mesh

  • Tattoo x ghost

  • Added drop plat mount mesh - added stairs_met_01 - fixed spin whacker top 01 - started wheel of war map - tightened UVs on Tattoo rig - updated material

  • Update LVL_13_RhythmofBlood

  • Added sounds, updated assets, materials, default settings on some blueprints - started on Level 16 - The Wheel of War

  • Added world zero , new pipe mod , Ryhthmofblood progress

  • Added a new spike blueprint: BP_SpikePanel

  • Roll doesn't prevent damage from sawblade

  • Added a boolean to PushTrap to choose between looping and waiting for the player

  • BP_ResetWheel: Respawns destructibles

  • PushTrap, Bug fix

  • Couple of merged meshes added (proper mesh merge not static instance) update to wheel of war

  • Water_Material reloc

  • Added a “Gap” variable to BP_SpikePanel

  • ResetWheel animations

  • BP_Attacher now supports multiple items

  • End Screen cameras added to all levels except R&B - DT levels updated with Cinematic for Completed level 16

  • Removed legacy levels - added templates for Final Trials

  • Adding controller support for the fail screen UI

  • Added controller support to level select screen; limited to levels 1–16.

  • Added “Time Run Out” and “Player Respawn” sound variables to exposed settings

  • If the remaining time is 60 seconds or less, the time bonus from white spheres is doubled

  • Triggers have a new boolean variable called "multiple times" which is false by default

  • New sounds -fragment and parchment distribution - LOD changes - seperate mesh for roof (non passable) and floor (passable)

  • LOD tweaks to most modular static mesh - performance pass on first 7 levels

October 2025

Almost ready for Early Access!

  • ​Changes to sound volumes (this will happen alot leading up to launch as I tweak levels etc)

  • Added cinematic intro sequences for a bunch of levels

  • Added some details to other levels

  • Moved some assets into different folders - changed some level names - added a bunch of parchments
  • Update LVL_18_PathofPolarity
  • Level sequence playback at level start
  • Horus Bust: fixed the missing piece bug
  • The lever's text is white for distinction
  • Incense shrine is intractable while torch is equipped
  • Different fragment failed text and sound for adept and master difficulty
  • Fixed a small bug with the torch
  • Added "Asset Reset" Trigger Asset to LVL_DEV_Trigger.umap
  • Added Loading Symbol
  • Fragment fail messages and fail sound are tied to the loop type (Normal & Shuffle) instead of difficulty
  • Sequence looping until press space
  • ADD Level Select to INGAME Options Menu
  • Update LVL_12_PathofViolence
  • Added Banners and Banner Materials
  • Added stuff to Path of Violence
  • Created Cinematic for Path of Violence
  • Added to DT_Levels
  • Added New Cinematic - and voice intro level 12
  • Removed Audio Tracks from Level Sequences, Lighting Optimisations to first 4 levels
  • Added Banner Assets
  • Updated Datatable - Added cinematics to 15 and 14
  • Update LVL_14_Dance_of_IronandFlame
  • Sound cue line up
  • New sound assets - changes to a couple of levels
  • Updates to Countdown
  • Made beautiful parchments for attributes
  • Parchment targeting
  • Fixing the start time
  • Updates to level select UI
  • Added sounds, updates to fragment loops across multiple levels
  • Update to parchment asset and fragment group (setting defaults on the variables)
  • Jump to skip intro cinematic on controller

  • Traps now have Their own INSTADEATH and Partial Damage sounds

  • Added rest of level buttons, new level icons and fail screen

  • IK Solution for Torch Clipping through wall

  • Mantle fix: Anti-Jittering doesn't apply when Character is mantling

  • Karma fix 1: Karma now needs to be above the defined percentage (75%) AND hands need to be untied to use the torch

  • The Skip text has been moved to the bottom center and made uppercase

  • Starting rythmofblood

  • Updates to soundfx, added sound fx, updates to multiple levels - first 4 level mesh merge complete, new materials, new textures, detail wall and door assets, added cinematics

  • Fixed gamepad issues in UI

  • Repositioning "Requires restart"

  • Triggers work only once

September 2025

Glory to the Master

  • Changes to Lvl 12,13,14

  • Update to Level file system, added new level placeholder containers

  • Reconsolidated level files - renamed and moved

  • Emerald Guidestone shows tablets in right order

  • Changing the Camera Z offset from 20 to -05

  • Update LVL_12_PathofViolence

  • Stamina to Roll; Roll uses -33 Stamina - and have a 1.5 second re-trigger delay.

  • You can only interact with PARCHMENTS When Torch is Equipped

  • Added BP_LevelExit, Added BP_Golden_Idol, updated the end level screen

  • BP_Grinder deals damage overtime

  • New SoundCues are from background music class and will be effected by changing the music volume in settings

  • Ghost runs will be saved and can be loaded

  • Golden Krishna does the same thing as the Golden Idol

  • Updates to several levels, added a few new assets

  • Emerald fragments can be collected in any order

  • Hold Shift while climbing to move faster

  • Roll: 0.6 seconds of trap immunity (items can still be picked up)

  • Activating the Altar of Incense increases your remaining time to a base minimum​

  • Fix: increases time only once

  • Changes to some levels - and some assets - added materials for visual change on fragments

  • Fix: ladder bug

  • emerald fragments appear in different colors

  • Fix: correct fragment colors

  • Update LVL_14_Dance_of_IronandFlame

  • Updated pathofpolarity and pathofviolence

  • Updated Level Path of Authority, added lightblockers, updated prison of time

  • Update LVL_18_PathofPolarity

  • Fix: reduced time sphere collision radius from 60 to 23 to match the mesh size

  • Fix: if fragments are picked up in wrong order , it still plays the sounds and text in right order if fragment group is set to any order

  • Feature: fragment groups can have different settings based on difficulty

  • New level selection UI

  • ​Increased effect boxes on wall puncher and swinging mace, updated path of separation

  • Changes to 12 , 14 , 18 Levels

  • Added collision to Vibration_Input_Controller

Ascension
  • Completed Path of Separation

  • Update LVL_18_PathofPolarity

  • Updated Path of Harmony to Standard Layout - added light box

  • Changing the camera pivot

  • Feat: emerald fragments can be attached to moving components

  • Add: BP_Attacher

  • Fix: Fragment trigger, jump clipping test, camera pivot starts on top

  • Vertical trace check

  • Disabling debug traces

  • Updates to a few maps and assets

  • Added light boxes to the first 4 levels - Started on WheelsofWar

  • First 12 Level Lightbox complete - some optimisations done to Path of Violence

  • Polish to early levels, new materials, new jump stool attachments per difficulty level

  • Roll doesn't give immunity against Crush Trap

  • Replacing the skeletal mesh of the character

  • Fix: cuffs attachment

  • Disabled Global Motion Blurr - added Post processing volumes with custom motion blur to each level to reduce ghosting artifacts around player especially when torch is lit

  • Copied sockets over to new skeletal mesh

  • Changes to some project rendering settings; changes to motion blur and anti alias settings, some changes to prison of time and path of authority & training level

  • Adding a new variable for ladder material

  • Save the ghost records and give them a name

  • Work on pathofviolence and pathofpolarity

  • Fragments: “Loop Complete” and “Loop Failed” sounds and prompt

  • Play sound & text prompt after a short delay when levers get pulled: "somewhere a door has opened"

  • Exposing the "complete delay" variable

  • Changes to a bunch of sound actors - added a bunch of fragment sounds and changed default settings to fragment group and incense shrine

  • Changes to start screen and prison of time - added voicefx for fragments added parchments for alchemy process and hermetic principles

  • Sound adjustments, additions to levels and changes to levels

  • New voicings, adjustments to levels - new materials

Vishnu
  • Changes to Lab and Path of Stars - added new falling Tilt Plat in ENVBP

  • Added a bunch of detail mesh to compliment the Tomb Assets

  • Update to Map Dance_of_iron_of_Flame

  • Asset tidy up - distance fields tweak - a couple of new mesh - finished off layout of Labyrinth 03

  • Pre-Play Test Commit - details to first 3 levels

  • Update LVL_Dance_of_Iron_of_Flame

  • File move - created new template LVL_Template_01 for verticle climb - applied created light box and relocated lvl files

  • Create LVL_12_PathofViolence

  • Added 2 new jump stool assets - a few trim decors, updates to trial of expansion, and re-do level 07_PathofWisdom

  • Changes to maps - materials - added a very mesh - fixed some collision

  • Update LVL_12_PathofViolence

  • Lifted Template on Z axis to avoid Kill Z

  • Training level glory

  • Added music files, adjusted world zeros of lvl 01 and 02 and extracted rooms to ENVBP>ROOM> updates to training map

  • Added Modular Rooms for Kit-bashing Levels

  • Added a bunch of music and music queues for each level - added sigils for each sphere - removed legacy models - updated floor trigger models

August 2025

A Busy Month at VFS

  • ​Spinning blades: fixed performance issue

  • ​Fixed T pose Respawn problem

  • Some updates to path of judgement

  • Sovereign map

  • Merge test judgment map

  • Removed duplicates

  • Hard reset fix

  • Update to TheSovereignGate

  • Re-built Path of Judgement Final Room - Tweaked other rooms - Updated LVL_Template for Early Initiation Practise

  • Create LVL_Template_TSTLVL

  • Path of Judgement Final Room Glory

  • Deleted old files

  • Finished Path of Judgement - Added Path of Reflection

  • Pipe Modules added

  • Added some new Jump Lip assets

  • Added modular pipe bp finished first pass LVL_05_Path_of_Reflectio

  • Stats pick up

  • Clean up files - added new light blocker assets - placeholder Idol Asset - New Level Path of The Stars

  • Started Labyrinth Map

  • Updates to Path of Judgement and Path of Judgements, Path of the Stars, and Labyrinth

  • Changes to a bunch of assets - added BASE to Emerald Fragment BP and adjusted default light settings

June & July 2025

Leveling Up

  • The Glory - New Initiation Template

  • Initiation Level Changes

  • More tweaks and polish

  • Thoth_Promo_Level

  • New Large Level

  • Additions to levels - re-structured and renamed level folders - removed some old assets

  • Updates to Level LVL_Lunar

  • Renamed levels - added venus level - and some texture assets for the skybox

  • New assets for venus trails and initiations

  • Completed Level 01

  • Daily Push - New Trial of Expansion started

  • New levels, naming conventions, couple of new assets

  • Cleaned up first two levels

  • New rock meshes, and materials, some renames and added level 3 dungeon

  • Fixed level folder structure

  • Few changes pre onboarding Malz - Piripi

  • Stam Health and Spirit Pickup Blueprint containers for Salar

  • Update LVL_04_PathOfJudgement

  • Parchment Assets

  • Torch; When torch is equip player should not be able to mantle, climb ladders, or interact.

  • Replacing some of UI elements

  • Update LVL_04_PathOfJudgement

  • Starting new map

Into the Shadows
Keeper of the Flame
Grind Trap
Slam Trap

May 2025

Trap Central

  • Added assets -update to some materials

  • Wall Puncher Trap
  • Crush Trap
  • Swing blade
  • Grinder
  • Hammer trap
  • Guillotine
  • Saw blade
  • Spiked spinner
  • Swinging Mace
  • Swing panel
  • Initiation level additions
  • Flame Trap
  • Spring pad trap
  • Bug fix: Stop the character from falling through the floor
  • Epic changes to LVL_INI
  • Updates to the ini level - added some sounds, some additional dungeon assets
  • Initiation level updates, assets
  • Added BP_Portal
  • Wall Puncher Trap: Added persistent movement Option
  • Portal Assets added to blueprint and re-orientated things but it's fucky now I think due to orientation changes
  • Revert Portal
  • Added Portal mask and changed the teleport rotations
  • Updates to the Yolk - Set up Portal Sequence for Debugging up on INI level search in world outliner for Portal
  • Worked on box and barrel

April 2025

Tweaking

  • Push trap

  • Added BP_Bear_Trap

  • Tar: immediately slow the player to walking speed, making running, sprinting and jumping impossible

  • BP Blood: Slippery

  • Added break plat mesh components at BP_Break_Plat

  • Added breaking platform components and started working on BP

  • ​Added trigger assets and blueprints

  • Sound file audit - rename, re-grouped to correct categories and fix dodgy assets. Solved panning issue on some assets.
  • Ini Level updates
  • Platform duplication and move
  • Changes to tomb 01 level
  • Quality of Life Menu Settings- Additional Sound Classes: Core Gameplay Sounds - Difficulty Settings & Mesh: Works with tags, for example : Give actors that you want to appear in "Initiate" difficulty settings the "Initiate" actor tag

  • Emerald Tablets: Adjustable Camera

  • Equipping Weapons: Updating the hotkeys - Equipping Weapons: Disabled on Air

  • Added BP_Anti_Jittering: add it to the level where you have moving platforms that are pushing the character and causing jittering

Kybalion and Metatron
  • Default save file values: brightness

  • Added tags for difficulty to Tomb Level and Tomb 01 Level - added more stuff to the first initation level

  • Upgrades to Tomb and Tomb 01 - now contain difficulty varient mesh & bp

  • Updates to project and various levels

  • Major Material and Static Mesh Clean Up

  • Huge Material Optimisation and reduction.

  • Material and Decal clean up finalized - Materials reduced from 260 to 150

  • Assets added to Platform Level

  • New assets - world building

  • Foliage material tweaks, testing rock assets

Jan-Mar 2025

Happy New Year!

  • Added another physics platform and soundfx - drop_plat

  • Sound Assets for all traps and physics platforms

  • Tweaks Physx Level assets and lighting for showcase

  • Updated Decal Materials - added some details to Trap physics level for a dev showcase

  • Added Decals to the project - TX > Blood & Grunge

  • Added foliage to project and tweaked some of the physics actors - added another tilting physics platform

  • Added blood sounds to anim notify and made physics material - fixed reverted some collision changes that effected interact - added destructible wall

  • Added Blood assets - tweaked material - tweaked Anim notify so it was readible

  • New Physics door asset added to PhysxTrap Level

  • More coolness on physxtrap level

  • New physics objects - sea saw, swing, and ball and chain

  • New Trap assets - Physics assets - And Medieval Torchlight BP

  • New Platforming Assets

  • Anims added

  • Trap level update

  • New Traps and animations added to TrapPhysx Level

  • Spending a lot of time learning animation in Blender

  • Promo stuff (cine)

  • New assets

  • Fixing the lever animation problem

  • Added some new mesh - removed some old ones - updated tomb 1 level

  • Added new Trigger Lever object to the DEV_Trigger level & other mesh​

Novmber 2024

Spring Cleaning complete

  • Summer Holiday Time - See you in the New Year ~

  • Project Cleanup - Moved textures and materials, deleted starter content - consolidated files - removed unnecessary levels and legacy content

  • Removed old assets

  • Assets for testing outdoor level LVL_Spire

  • New modular rock assets for building outdoor and underground areas

  • ​Fixing the merge issues​

  • Updates to main level and example level
Metatrons Portal and Kybalion
Legacy Screenshot
  • Adding hand cuffs, changes to Karma UI interpolation

  • 9 Achievements

  • Separating the Karma and Spirit stats, updates to HUD, updates to Settings UI, limit frame rate

  • Steam Leaderboard

  • Changes to tomb sprint

  • More changes to the UI

  • Added emerald cuffs

  • Shield material and additions to Tomb_Sprints map

  • New UI, Karma debug

  • Karma volume and karma shield

  • Parchments trigger the doors before playing the sounds instead of after finishing the sound

  • New climbing & precision jump assets - updates to Tomb Sprint Level

  • Added global leader board

  • Fixing the packaging and UI problems

  • Training level and sounds on menu

  • Add sliders for sounds in settings

  • Jump pads and hit pads materials can be changed

  • The training button is linked to the training level

  • UI fades in whenever there is a change in one of the stats and then fades out after 3 seconds

  • Additions to training level

  • Start screen changes

October 2024

Demo is LIVE on Steam NOW!!!

  • Gamepad works properly in the menu

  • WE ARE READY FOR STEAM FEST - LET'S GO!!!

  • Lighting Optimization

  • Fixed the spike sound bug

  • Adding collision to Horus

  • Horus added and fixed

  • Adding the rest of the achievements

  • Loss Screen UI

  • Anubis will not change the player's Z velocity, i.e., fall or jump speed

  • On the start screen, the leaderboard includes the players' avatars

  • Fixing the merge bug

  • Glorious Shader overhaul for perf and Lod optimisations to Tomb Level

  • Anubis does not recover the karma

  • Breakable Urn and Bust and Shield now in first room in tomb for integration

  • Shield material and mesh re-work to theme

  • Karma sounds, changes to some exposed settings, tweaked karma volumes and added some in tomb level

  • Added breakable item for karma reduction

  • Updates to Box and floor trigger

  • Lever triggers can be jumped on to activate

  • Alter of incense won't play the interaction animation if player hands are tied

  • Shield's mana cost debug

  • Custom Settings will be saved and loaded, same UI for both levels

  • Shield uses spirit instead of karma

September 2024

Working hard to get a DEMO released in time for Steam Fest (14 Oct)

  • Started work on a NEW level!

  • Jump pads and air pads prevent fall damage

  • Coin assets to project and start screen

  • Fix to some broken parchments

  • Boosted volumes

  • Added parchments and additional access points to tomb level to accommodate the weird air pad bug

  • Added intro video

  • Leader board, wish list and start screen

  • Leaderboard Text and new Text positions on start level

  • Adding:- Instant death height - Weapon toggle sounds - Super Jump - Not enough mana sound

  • Fragment sounds final parchments

  • Completion Times will be saved and displayed

  • Added more options to settings: game difficulty, mouse sensitivity, UI scale

  • Updating the controller input bindings

  • Symbol flasher time penalty

  • Adding the Meta Portal

  • Tomb Level Start scene

  • Fixing bug: random sounds didn't play in the packaged version

  • Added 10 Parchment Tutorials

  • Details to start screen

  • Changes to Start Level

  • Adding the Start Screen and music

  • Fixing the ladder bug, Fixing the background music bug, Fixing the UI text color bug, Dialogue text goes from left to right and hint text starts from middle

  • Music and sound changes - added music tracks

  • Fixing a mouse sensitivity bug

  • Adding in-game menu

  • Adding background music playlist and sound ducking

  • Fixing the looping sound bug and fall damage bug

  • Exposed some of the character stats

  • Using the Sun Disk UI

  • Removing Attenuation Overrides

  • Adding start time, death time deduction penalty, mantling sound, Spike Activation sound, Jump pad order and sound, attenuation for platforms and attaching the sounds to moving platforms properly, using new emerald tablet meshes

  • Huge sound updates to level - doors, platforms, etc

  • Adding Mantle Z Velocity Restriction

  • Adding ladder climbing, lever, Wind Pad, and Parchment default sounds

Shiva
Kybalion
  • Fragments and emerald tablets can display text and play voice-over sounds; parchments can do the same

  • Sounds and Tomb update

  • Adding more sound variables

  • Fixing inconsistency with air pads

  • Adding sound slots for taking damage and death sounds

  • Adding Sounds to Exposed Settings
    DataAssets: Sprint Breathing Sounds, Jumping Grunts, Light Attack Grunt, Heavy Attack Grunt, Roll Sound

  • Footstep Sounds: Adding three surface types and connecting them to corresponding materials, Supporting different footstep sounds.

  • Update to Tomb Level - Added Emerald Tablet Modules for 7 Variations in Tablets

  • Adding weapon change inputs

  • Adding fall damage, updating the Brazzier

  • The Emerald tablets have cameras attached to them and guide stone cycles through them upon interaction

  • Torch and super jump now drain mana

  • Simplifying the UI

  • Updating Key Bindings for Overlays: Unarmed (1) - Torch (2) - Armour & Sword on Body (3) - Armour & Sword in Hand (4)
Lion statue
  • Parchment system

  • Input updates

  • Updated Tomb Level - Added Trap assets - added BP_Falling_Floor

  • BP_Lootcrates - Updated Static Mesh Library - Mesh Clean out - Changed starting level - added new traps to PhysX level

  • New traps - tidy up and optimisation of mesh assets

  • Material fixes to player girl

  • Added primal girl for female character

  • Changed ladder colliders to box simple for performance and closer representation to mesh

  • Enabling the dynamic jump; now it's linked to the frame rate for consistency

  • Updates to Tomb Level - Added additional jump pad to main room - added Enochian sigil to start room

  • Fixing UI

  • Interaction bug and jump bug fixes

  • New mini-map

  • New toggle order by pressing tab

  • Added new detailed mesh into the Tomb_Level - Added a falling platform blueprint

  • Changing the interaction type of emerald tablets to 'overlap.'

  • Changed Guidestone mesh and broke the blueprint. Changes to Tomb level

  • Vibration puzzle pads can be jumped on

  • Using the new appearance for the Emerald Tablet. Both of them work - Fixing some errors in the trigger blueprint

  • Updates to Tomb Level - new platforms added -

  • Added lion face

  • Added Emerald tablets, Guide Stone, and possible tablet locations

  • ​Raised camera pivot when up-close to fix camera overlap when character's back is close to a wall

  • Adding voice variables to check points

  • Fixed the UI disappearing bug

  • Added the small map

  • Optimisations and additions to Devlevel2024 & Tomb Level

  • Dialogue triggers

  • Updated mini map

  • Fixed lava asset on tomb level

  • Folderized Tomb Roofs for Minimap - Added new assets

  • Spikes reset after 20 seconds

  • Added dust to footsteps and mantling

July - August 2024

Preparing to launch Kick Starter and Steam Page

  • Changes to vib pads in main room - make a sequence

  • Adding 'Shuffle' variable to fragments and Fixing roll's collision bug

  • Fixing the Time-out bug, and fragments Red Error

  • Added spot light to torch

  • Disabling the cast shadow 'On Jump' and 'on Roll'

  • Fixing the extra torch bug (incense )

  • Walking and crouch have to be held not toggled

  • Fixing a few bugs about roll

  • If you hold the sprint button while you are climbing up the ladder, you will sprint when you get off the ladder

  • Adding the new lights to jump pads

  • Adding the new chakra meshes to Emerald Fragments

  • Made Tomb Level Great again

  • Tomb level changes, fixed some shaders and mip map settings and added some fragment circuits

  • Vibration Springs added for the Jump Pads

  • Added a light around the ring of the Jump Pad Button

  • Updates to Emerald Fragments

  • Added new VFX mesh for each frag to be added to the BP

  • Added Planetary Metals and Planetary Metals Glyph

  • Added sigil meshes to the project

  • Created fragment chakra asset to be added to the blueprints

  • Re-imported to fix pivot

  • Updated issues with Emerald Fragment mesh

  • You can pick the emerald fragments in the wrong order, but they will re-spawn 3 seconds after the first wrong pick.

  • New updates to time pick ups

  • Fixing ladder bug

  • Updates to Mercury room

  • Added Mercury to Portal Room

  • Added portal room to Thoth tomb

  • Updated some materials and emerald fragments

  • Updated tomb level - updated emerald fragment assets mesh - updated guide stone mesh - updated assets

  • Tomb level updates - added jump pad circuit to second thoth room - added spline pickups

  • Zoom and stamina drain are re-enabled.

  • Fixing the jump pad's red errors

  • Adding a new kill Z to the player character

  • Adding an instant Kill volume

  • Fixing the break dancing bug (Roll after getting impaled)

  • Ascension Mechanic Jump room added (Beyond most recent Thoth Room)

  • Adding Spline For Time PickUps:"BP_Spline_TimePickUps"

  • Adding TimePickUps: "Bp_TimePickUp"

  • New Thoth Scribe Room on Tomb_Level

  • Updates to levels - Startscreen, Tomb, updates to star sphere and other materials

  • Symbol Flasher update - Alchemical Texture Atlas maps added - updated decal materials with new atlas

  • Updated puzzle logic mat and re-imported symbol flasher with adjusted UVs

  • New level added LVL_Spiral (Wip)

  • Added Pearl Shaders to project - changes to dev and tomb lev

  • Updates for alter of incense

  • Fixed sprint bug

  • Increasing the speed of 'turn in place'

  • Added hieroglyphic textures

  • Additions to tomb level - adjusted UI widget for dialog to fit the UI - added some fonts - changed the parchment mesh

  • Crates break "On Landed" instead of "On Jumped"

  • Added Crate, destructible jump pad​​

April - June 2024

We Continue Cranking

  • Glory to the master - Tree of life symbol design in Bottom Room

  • You can grab the ladder by jumping

  • Added Ghost Shader - Added Fading Platform Shader

  • Unifying interaction input

  • ​Added Room to LVL_Tomb

  • Added Greek Male Textures, and attached Materials

  • Greek male character

  • Disabling climbing the ladder when the character is in mid-air

  • Ladder system

  • Control updates

  • Barrels are now destructible by rolling over them or attacking them

  • Floor trigger

  • Wind pad

  • Added Parchments

  • Lighting fixes and disabled climbing from spin trap so its more ruthless

  • Air pad

  • Trigger for the box and barrels

  • Boxes and barrels can be picked up after being dropped (by pressing "E")

  • Fixed bug: Pressing "F" zooms in

  • Solved Mantling Bug on Floor Collisions

  • Vibration puzzle: Jump pads

  • Updates to DevLevel and Demo Levels - Added Tesla Tower to Crucible level

  • Torch bug fix

  • Spawning a point light when the character holds the torch

  • ​Spin Blade-Trap: Increased the mass, decreased the bounciness, added Blood Spurt particle

  • The character won't be able to mantle when his hands are tied

  • Updated 14 Body Parts - Tidied Edges, Created Meat Shader

  • Optimization to Thoth_Temple

  • Replicated jump and super jump

  • Update DevLevel Trap Doors

  • Triggers can be linked to doors

  • Added Co-op Race Level & Architecture

  • Replaced levers

Slicer trap chopping a player character into pieces.
  • Added incense burner to tomb level

  • Added Trigger/ Interaction Blueprints

  • Added Shiva Model to Tomb Level

  • Vibration Puzzle: Hit Pads

  • Added Skybox to Saturn Sphere & Castle Level

  • Added the Spin Blade Trap

  • Added Liberty Bell

  • Added Lever and Lever housing

  • Added Vibration Puzzles - Launch Pad & Button - Hit Pad and Button, and Input Controller

  • Fixing a small Re-spawn bug

  • Symbol flasher update

  • Re-spawn a new character at the place that you started playing

  • Added puzzle flasher to devlevel

  • Can't climb off ledges when walking or crouching

  • Climb system

Goblin creature in game play

January - March 2024

Summer Derping

  • Greatly improved impale system and added spike trap

  • Smoother super jump

  • Debug: jump on a platform as its moving upward - Super jump

  • 3 attack types: Normal, Fire, Water - Left Ctrl roll - 0.1 second delay before slide

  • Startscreenlevel added LVL_Startsscreen

  • Added locomotion for Archdemon-AI and Orge_AI - Improving Goblin's projectile, Added explosion

  • Enemy: goblin

  • Cleaned up Project Structure - Removed old un-needed files

  • Added Goblin, Ogre and Archdemon

  • Fixed the issue of the camera going through walls

  • Added Hermes SK_Wizard to project

  • Demo levels, mesh and materials

  • Added Saturn Sphere Meshes for EP1

October - December 2023

A Glorious End to 2023

  • Added DEMO Map - Starting Migrating DEMO MAP Mesh & Collisions

  • Bullets are bigger and faster, changed color

  • Improved the BulletHell and Mage AI

  • New Mage animations and effects

  • Queen Marika physics

  • Added new female character: Queen Marika

  • Added new female character: Dark Elf

  • Added new female character: Demon girl

  • Added suggestions for FX on Trail Map

  • New AI: Flying Mage

  • Sword trail

  • Added new level to example maps: trail- Fix up re-directors

  • Add Projectile System

  • Add Attack Sound

  • Fix Knockback Again

  • Key binding debug

  • Improve Knockback Buff

  • Partial Key binding 01

  • Change Crouch to Hold for Slide

  • Fix Buff Duration

  • Add Hit Effect when Damaged

  • Add Handling for Invalid Attack Target

  • Improve Attack and Add Dash, Slide

  • Improve Attack Response with Contingency Handling

  • Fix Attack Heavy

  • Death from orb only shows the skeleton - Orb deals 3 times more damage

  • Added Combo Attacks of all direction

  • Add Combo Attack

  • Orb movement debug

  • Orb spiral movement - small bug fixes

  • Orb resets after killing the player - small bug fixes

  • Dash improvement

  • Add Ethereal Object Type and Buff System

  • Fix Death and Respawn

  • ​Replaced Slide animation

  • Fixed mantling issue

  • Add Guillotine Trap

  • Improve Explode Death for Dynamicity

  • Add Ethereal Trace Channel for Orb

Lochnar inspired Enemy
  • ​Fix Death Explode

  • Add Animations and Add Explode Death

  • Fix Plugin Trap Collection

  • Add Ultimate Traps Collection

  • Fix Timeline of Trap

  • Add Blade Spin Trap

  • Animations added

  • Adding Floor spikes Intro Traps Plugin

  • Add Directional Attack to Respond to Switch

  • Gore - Added Impale - Added 14 bouncing pieces - Added Squash - Added head explosion

  • Fix Lever to Trigger by Attack

  • Add Use Camera Rotation to Attack Direction

  • Add Attack Up and Down

  • Add Force Impulse to Dying Ragdoll

The Emerald Tablet of Hermes
  • Shield & Material Tweaks

  • ​Added Shield

  • Added dash

  • Configure Files

  • Added textures and tweaks

  • Added left, right, up, down attacks - improvement to sprint

  • Add Collision to Brazzier

  • Created and added Decal assets to ENV Map

  • Added melee combat locomotion - Moving some files to the developers folder

  • Added new mesh, materials, added world building, changed and added sounds fx

  • Another Fix to Collision of Coin

  • Handle Camera Jittering Handling and Remove Coin Collision Climbable

  • Added sounds and lighting to EnvLookDev Map

  • Added orb AI

  • Laid out Coin Assets in DevMap

  • Coin Animation and Platform Collision Handling

  • Added Coins

  • Added UFO Platform to Dev Map - Added some world building to LookDevEnv

  • Add Coin Item and Improve Naming Convention

  • Added Waterfall Assets to EnvDevMap

  • Update to Devmap & EnvLook Maps

  • Sound for Platform and Door

  • Platform Fixes

  • Final changes to platforms on Dev map

  • Added Emerald Tablet to EnvDevMap

  • Some changes on Dialogues

  • ​Door with Platform to Latch and Some Asset Fixes

  • Finished Collision to meshes in Dev map

  • Updated Dev Map Assets Collision and Pivots

  • Fixed Rotating Circular Platform

  • Fixed Dev Level Assets Pivots

  • Quest Writing & Statemachine config

  • Switch System and Platform System

  • Changes on Dialogue

  • Fixed corrupted reference

  • Simple Find location quest

  • Added Orb and other assets

  • Added Sword, and Switch and associated Textures

  • Added Decals & Decal Asset

  • Added Dialogue system

  • Platform Fixed and Switch Component

  • Added water materials, world building & materials

  • Added VFX fire, Sound, and Materials, Lighting to EnvLookDev Map

  • Platform Bug Fixes and Combat Components

  • Removed Auto-exposure - Adjusted world lighting, and starsphere

  • Added more Mesh and Materials + World Building

  • Started Adding Modular Castle Assets

  • Rotating Platform Fix

  • Added Modular Castle Material

  • World Building, Asset Integration & Material Set-Up

  • Multi Character Response on Platform and Door

  • Platform Replication

  • Changes to ENV Level

  • Tested some function of BP - fixed collision on rotators

  • Fix Player Start and Clean Prints

  • Platform Instances and Play Level

  • World Building in LookDevMap

  • Added Modular Environment Assets & Rock Material

  • Principle Platform and Door

  • UI, Character Add Skirt and Platform WIP

  • Health and Stamina Bar

  • Replace Default Mesh and Animation

  • Fixed Packages and Add Hoplite Package

  • Health and Stamina

  • Fixed broken UV's on a few mesh, made Dev map editor load map

  • Added Dev Map Content

  • Repair Addons

  • Sword and Shield Asset and Animation

  • Actor Component and UI

  • Character and Player

  • First Commit Main

July - September 2024

Let's get this Show on the Road

  • ​Add Restore Inventory of Weapon and Shield

  • Add Defend Collision

  • Add Resistance when Wielding Shield

  • Fix Ragdoll, Respawn and Attack

  • Add Dummy Enemy and Increase Attack by Item

  • Add Damage Hit to Crate and Switch

  • Add Box Life and Attack to Decrease Box Life

  • Add Animation Data Structure

  • Add Hand Combat

  • Enhance Attack Ability

  • Add Crate and Response to Attack

  • Improve Attack Ability

  • Add Attack Ability

  • Add Sweep Start Location

  • Improve Item Equipping Weapon and Shield

  • Improve Item Handling

  • Add Potion Items

  • Add Inventory Component

  • Major Enhancement on Platform

  • ​Improve Platform Detection and Door Performance

  • Enhancement on Platform

  • Add Delay to Lever System

  • Add Delay to Platform System

  • Enhanced Boaz Puzzle

  • Add Rotating Puzzle

  • Add Rotating Switch as Puzzle

  • Added New feature: Bullet Hell

  • Enhance Lever Movement and Reverse

  • Add Reverse Lever Movement

  • Enhance Lever and Switch System

  • Added New feature: Slide

  • Upgrade Switch, Lever and Platform Systems

  • Enhance Switch System

  • Fix Switch for Door

  • Adding new feature: Slice system 03, Press "j" on keyboard to test

  • Adding new feature: Slice system 01

  • Add Composite Application of Platform System

  • Fix Platform System on No Actor Return and Delay Return

  • Update Platform System

  • Add Platform Reference Level

  • Add Focus Bar UI

  • Apply Principle Ability as Subclass to Base Ability

  • Apply Ability Cooldown from Ability System

  • Apply Data Table as Character Designer

  • Add Data Table for Character and Ability

  • Improve Character Interface

  • Enhance Stamina for Sprint and Ability UI

  • Added new feature: hit reaction for all attacks

  • Enhance Health UI and Add Ability UI

  • Add Stamina Circle UI

  • Added new feature: Down Attack will cause an AOE knockback

  • Modify UI by Module Mode

  • Enhance Attribute Knowledge

  • Added melee AI

  • Fixed Dash rotation issue

  • Fix Character Component and Ability

  • Fix Attribute Bonus and Health Regen

  • Apply Attribute

  • Jump Pad and Ability Sound

  • Debug: invisible damage zone and mask

  • Ability Cooldown, Autocast and Damage Modifier

  • Principle and Element Enums

  • Improve Respawn and Add Damage Calculation Pool

  • Added Spawn System and Damage Zone

  • Fixed and Organized Respawn System

  • Added Respawn and Sound Cues

  • Fix Audio on Platform System

  • Added Modular Trees, LOD UPDATES TO ENVMAP

  • Sorting Game Modes and Controllers

  • Dialogue colors changes to show who is the speaker

  • Added Sounds and Fixed some assets

  • Fixed jump issue

  • Changes on UI and sound volume

  • Added sounds and other stuff - weapon attack sounds

  • Updates to Dev map, Env Look map etc

  • Big update to sounds, and to Devmap

  • Added Unreal Sound FX and Nicky FX - Added some Trap Mesh

  • Death Zone and Living State Type

  • ​Added Respawn system - Changed Shield and sword position - Changed Key binding of dash - fixed missing animations for ragdoll getup - changed default overlay and weapons visibility

  • Replaced shield

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