UPDATE:
Still dealing with technical issues but working through them. Focusing on VR now and fixing whatever strange glitches the new Unreal Engine has caused.
Just got through with dealing with a bunch of lightmap and gpu lightmass glitches with Unreal Engine that took forever to solve but are over now.
Future updates won't take this long and once this is out, I can resume the regular one a month schedule. Sorry for the delays.
Maps:
- Upgrading from Unreal Engine 5.0 to Unreal Engine 5.1, which will allow the use of nanite without giant chunks of the game becoming incompatible with VR. This will make Kyoto Dreams VR compatible and will mean the game is overall more optimized. This might help stabilize the game on 10 series graphics cards.
- Will include the new District #3 of The Poolrooms which is the largest Poolrooms map to date and will feature a fully fleshed out underwater labyrinth.
- District #2 of The Poolrooms has been expanded with a new area.
- New texture for the surface of water when viewed from underwater.
- Kyoto Dreams has received an expansion and looks beautiful.
- A preview for Level 0.1
Weapons:
- Improvements to the ammunition system; Guns will each have different ammo types and separate ammo counters.
- Guns will now do a different amount of damage based on range.
- Each gun will deal a different amount of damage overall.
- Guns will now take time to reload instead of it being instant and there will be a reload animation.
- New Gun SFX.
- Sawed Off Shotgun added.
- Bolt-Action Rifle added.
- Two new Automatic Assault Rifles added.
- A Firesalt Gun that shoots incendiary ammo added.
- A weapon that shoots a sustained laser burst added.
Player:
- Can now "Sprint" while swimming.
- Small white dot no longer visible in middle of VR (it's used to select items in regular mode)
- Crouching added which will open up future possibilities for level design.
- You will now receive a notification when drowning and special drowning music will play.
- You will now receive a notification when dying of thirst, starving or going insane.
Entities:
- Partygoers have been redesigned so they now freeze in place when you are looking and move incredibly fast the moment you look away. They will regularly get the jump on you and you'll know there's one moving off screen by the creaking sound they make.
Other:
- Random item cabinets.
- Random weapon crates.
- FPS lock options to reduce GPU usage.
- Main Menu bug fixed where it wouldn't let you use the mouse to click the buttons.


