This update reduces stuttering when swords pile up and improves how sword collisions and duplication are handled.
Performance
- Reduced rendering and physics overhead when there are many swords in the room.
- Reduced unnecessary repeated calculations when picking up swords and saving the game.
Sword collisions and movement
- Adjusted collision shapes to better fit each sword. This includes the World Tree and Funerary swords, whose collision areas could be unnecessarily wide or overlap.
- Reduced persistent shaking in swords resting on the floor and excessive bouncing when swords overlap.
- Fixed a case where a sword's old collision shapes could become active again as its appearance changed during enhancement.
- Fixed collision handling when a sword turns into scrap or is restored with rewind.
Duplicate swords and saves
- Fixed an issue where duplicate swords could spawn inside other swords when there was not enough room, causing continuous collisions and severe stuttering.
- Duplicate swords that cannot be placed safely are now kept pending. Their number is shown on screen, and they are placed automatically when space becomes available.
- Pending swords are saved and retained when you continue a game or advance to the next day. Rewinding a duplication cancels only the copies created by that effect.
- Added recovery for duplicate swords deeply embedded in other objects in existing saves, allowing them to be placed safely when you continue.
- Fixed the pending-sword message being cut off at some screen sizes.
Thank you to everyone who reported these issues and shared what happened during their games.
I'll keep working on the rough spots with your feedback.
Please update the game on Steam before playing. Thank you!