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Procelio 1.6.3 Update

Procelio · Community Announcements · August 30, 2026

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Hey all - Brenn here with your monthly-ish post, this time.

The bad: No URP yet.

Now, the last post teased a few big changes - the rewrite from HDRP to URP for performance gains; new wheels; map updates. As Pan also alluded to there, changing the Unity Graphics backend we're using entirely is a large endeavor, and while we were hoping to get one big update with everything, we've realized that wasn't reasonable and we've kept some QoL and part improvements pending for too long. Turns out reimplementing every material, every light, every particle effect in the project takes a lot of work. Who'd have thought? Therefore: QoL and some fixes/rebalances now, and many of the other improvements will come as 1.6.4 (or 1.7) in the hopefully not distant future. (I don't want to promise anything, but the URP branch mainly just needs testing at this point ;) )

Dev Team

A lot of the improvements in this patch can be credited to Daylee, who's joined the dev team this cycle. Daylee's been part of the Procelio community for a long time, and everything finally aligned this time to bring him on board to really focus on coding and UX for game feel and part mechanics.

In particular, Daylee joining the team compensates for one of my own shortcomings -- while I've been the lead programmer for Procelio for, well, pretty much ever, my interests and talents lie much more towards the "classical" software engineering problems of networking and overall infrastructure, and I've more of a blind eye for the smaller gameplay features. That was fine while we were still building out all of the core game systems, but as we've hit our Steam era it's become quite obvious that the added help to focus on gameplay was needed.

And, without further ado...

Changelog

Audio

Visuals/UI

Gameplay/Balance Changes

Hover Changes

Autoleveling for hovers (not tilting over immediately when slightly unbalanced with COM) is also something we want to add. Movement parts are one of the most fiddly pieces of the codebase to tune given the complete freedom you all have in building your bots.

For future updates, we intend to also make the other ground movements more enjoyable to use. For now, fixing one of the issues hovers have (climbing) is pretty simple so we’re tossing it in.

Gauss Changes

Currently Gauss is forced into a cowardly/risk-averse playstyle because of the obscene range and heavy punishment for getting close to other players. The objective of these changes is to reward people using the weapon at close to middle ranges more often with more damage. There should be less interactions where you’re getting poked across the map and can’t do anything back, while Gauss still should have an edge in ranged fights.

To do that, we’re experimenting with removing bloom so it isn’t so clunky to get off an accurate shot. To compensate for players being able to unload at full speed much more often, the base fire rate is reduced by a bit. Since air bots are no longer being held back by the bloom/fire rate reduction from movement, falloff will be added to counterbalance.

For the issue of Gauss on air bots that are able to naturally negate cover, we’re first trying adding damage falloff to reduce the power of being so far away the other player cannot interact with the Gauss user. Gauss should still be a better ranged weapon than the other guns, but the gap will now be less utterly massive when the Gauss user is super far away. We’ll see how this change works out first in isolation; other stuff like changing map sightlines, reducing flight ceilings, re-adding bloom etc. are still options of course.

Rivet Rifle

Same idea as Gauss, make ranged poke less obnoxious so the close/mid-range damage can be not as comically worse than ELC.

Countermeasure Bay

Mainly these are just to make Countermeasures not completely cancel players using UMRL/Nova as often, especially when multiple are stacked together. Rework is probably on the horizon for them to make them not as one-dimensional and unintuitive.

Misc

More Osprey Sales Catalog Bots

Bugfixes:

Incremental Backend Changes

Brennan back to talk in the first person, again: I've been pushing out a number of serverside changes along the way to improve the experience and make things more stable. I've done a shoddy job of keeping a precise changelog of these, but the user-facing highlights are:

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