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[color=#00FFFF]DISCORD[/color]


Join us on the official Discord server to talk about the game and the bugs you find!

[color=#00FFFF]NEW[/color]

  • [color=#00FFFF]ALT+F4[/color]: Major rework of save system while exiting the game with ALT+F4. It used to be unsafe, and could result in broken Checkpoint saved data if you were to force-exit the game with ALT+F4 while the game was saving. Note that his is the case for most games out there. The only safe exit was using the proper Exit button of the game (or Main Menu, then Exit). It has now been changed to delay the ALT+F4 for a short time (‘Please Wait’ visible), in order to allow the game to complete the ongoing save (if any). It should now be equally safe to force-exit at anytime with ALT+F4, or use the proper Exit red button. Of course, I shouldn’t encourage you to exit any game with ALT+F4, but if you are ready to test this (maybe backup your save first), you can try to use ALT+F4 while passing checkpoints:


  • [color=#00FFFF]Relocation[/color]: Added very short & fast fade-out effect when Relocating to make it feel less abrupt.

  • [color=#00FFFF]Room Control Terminals[/color]: You can now use direct mouse clicks also on the objects themselves from the Map of Room Control Terminals, in addition to using the regular left-side buttons. It’s intended that this doesn’t work with gamepads or keyboard navigation - it just wouldn’t be practical. It does not work with moving objects (moving lasers etc), so a static general area to click is used for those instead (better this way, easier than having to chase moving objects):


  • [color=#00FFFF]Room Control Terminals[/color]: In addition to ESC, Tab will now also leave Terminals.

  • [color=#00FFFF]Optimizations[/color]: Most particles effects have been optimized further - the performance hit of having them enabled is still present, but reduced, and average framerate with them enabled is improved. Many other small effects have been further optimized. Low-end CPUs should benefit at least a bit from that.

  • [color=#FFA500]Optimizations[/color]: Major, dangerous optimizations were made to all Post-Process effects and input system. These might introduce new major bugs!

  • [color=#FFA500]Lens Flares[/color]: When setting is set to Partial, all static lights’ flares will be disabled, and only collectable objects and dynamic/blinking lights will have Lens Flares. It was meant to work like this, but wasn’t 100% working as intended. This allows to slightly increase performance on lower-end CPUs while still having Lens Flares for important elements (Taser shots impacts, collectable items, important lights, etc.):


  • [color=#FFA500]Dynamic Lighting[/color]: The setting will now impact the game’s small dynamic lights much more than before to help improve performance on older PCs, with and without Performance Mode:
    • Low: Most objects (IG Diaries / Insights, Cubes, Health/Ammo Packs) will no longer have small dynamic lights. This will significantly help low-end CPUs.
    • Medium: Similar to Low, but some important objects objects (Collectables, Cubes, Power Cores, Encryption Keys) will have small dynamic lights.
    • Maximum: All items (including IG Diaries, Moving Lasers, etc), will have small dynamic lights (just like previous versions).

  • [color=#00FFFF]Performance Mode[/color]: While Performance Mode is ON, it now switches to Low Dynamic Lighting setting described above to increase performance further than previous versions. This may now cause a more noticeable stutter when toggling Performance Mode ON/OFF. If this is significant, please report as nitpick, and I’ll look into optimizing the Performance Mode toggling in the future (not urgent, though).

[color=#00FFFF]CHANGES[/color]

  • [color=#00FFFF]Camera Smoothing[/color]: Now back to ON by default. It was off by default in recent updates, because of various issues with it, that have now been fixed. You can still disable if you prefer no smoothing at all.

  • [color=#00FFFF]Chapter 0[/color]: Enabling Screenshot Mode in Chapter 0 used to not work at all. It will now work as intended.

  • [color=#00FFFF]Chapter 2[/color]: To avoid potential bugs like Bug 3272615566312, the game will no longer save while the cutscene to show the first shooting Camera starts. It will now only save after the cutscene is completed. If the player starts playing it, exits the game while it is running, then the player won’t see it again when they resume. That’s fine - and more acceptable than having save bugs related to exiting while the game is saving during the cutscene :wink: It’s possible that in the future, that cutscene will play every time you reach this point, as it may not be too annoying, since you can now skip it (this was made a once-per-game-ever cutscene, because at the time, it was unskippable).

  • [color=#00FFFF]Chapter 3[/color]: Checkpoint in front of glass structures area (just after exiting Tunnel), will now respawn just below Zero-Gravity toggle button (just like Relocation), in case player has saved Checkpoint with Zero-G disabled (now safer). In addition, the Zero-Gravity toggle button, will only be usable once the player has reached closer to the space structure to make Checkpoints safer here. Finally, going down too much or falling, is now replaced by Imminent Termination here, because most cases of that are mistakenly falling to your death with Zero-G disabled, thus avoiding wait time, and ensures respawn will be valid using Checkpoint instead of Relocation.

  • [color=#00FFFF]Upgrades[/color]: UV Flashlight Level 2 has been removed from the Pre-Alpha - Only Level 1 remains. This is to ensure the All Upgrades count is correct and Achievement too, considering it has no effect for now. It should no longer appear in available upgrades during End Game either. In future updates (when Chapter 5 is added), UV Flashlight Level 2 will be back.

[color=#00FFFF]BUGFIXES[/color]

  • [color=#00FFFF]Tooltips[/color]: Fixed a delay that could cause tooltips to take 0.5s to disappear. Will now disappear instantly as buttons are unhovered / moved away from using keyboard/gamepad navigation. Likely also fixed issue where tooltip would remain persistently visible during active gameplay.

  • [color=#00FFFF]Safe Landing[/color]: Performing a Dodge while it was displayed, would cause it to hide temporarily. Should now be fixed and remain displayed while Dodging.

  • [color=#00FFFF]Pause[/color]: Fixed various mouse/keyboard navigation switches when leaving Main Menu and Exit popups, which could lead keyboard navigation to no longer react until next switch to a new page.

[color=#00FFFF]26 SOLVED REPORTS[/color]

  1. [color=#FF6666]MAJOR BUG[/color] | 342911326342219 - The code lock in the 7216 area becomes unresponsive after using the F10 key to return to the last checkpoint, preventing further progress.
  2. [color=#FFA500]GAMEPLAY BUG[/color] | 296804391948222 - The interface is unresponsive, making it impossible to click anything, possibly due to an issue with the terminal message not displaying.
  3. [color=#FFA500]GAMEPLAY BUG[/color] | 3804451486210126 - The player is unable to click anything despite button responses, and pressing Esc does not resolve the issue.
  4. [color=#FFA500]GAMEPLAY BUG[/color] | 3272615566312 - After resetting the save and reaching a checkpoint in Chapter 2, a cinematic did not play, leaving walls activated and rendering the camera ineffective.
  5. [color=#FFA500]GAMEPLAY BUG[/color] | 277422634604663 - There is an audio glitch in the vents where the player hears a falling sound continuously while descending a ramp.
  6. [color=#FFA500]GAMEPLAY BUG[/color] | 1330857757912206 - After completing Chapter 4 normally, a preview camera gets stuck in the main menu without any cheats or exploits being used.
  7. [color=#FFA500]GAMEPLAY BUG[/color] | 263251189612930 - The player can access infinite space without using debug mode, leading to an issue where a relocation countdown disappears after mispressing a button.
  8. [color=#00FFFF]VISUAL BUG[/color] | 269291254102109 - In a bonus room, the cable connecting a switch and two mines is missing, leaving only its shadow visible.
  9. [color=#00FFFF]VISUAL BUG[/color] | 75551205824929 - The glass windows in a specific area appear as low-transparency metal walls, failing to meet quality standards.
  10. [color=#00FFFF]VISUAL BUG[/color] | 464716841123 - The screenshot mode does not function properly in Chapter 0, and keybind settings revert after relaunching the game.
  11. [color=#00FFFF]VISUAL BUG[/color] | 159925507106 - A notification related to difficulty is untranslated in the game.
  12. [color=#00FFFF]VISUAL BUG[/color] | 4829316109560 - Using Win+P to extend the screen causes issues with windowed mode, where the game incorrectly displays as borderless despite being windowed.
  13. [color=#00FFFF]VISUAL BUG[/color] | 399242082354623 - When hyper speed and zero gravity are active, jetpack particle effects outpace the player during sprinting.
  14. [color=#00FFFF]VISUAL BUG[/color] | 41982457581335 - A brightness tooltip appears outside of the brightness options, which could distract players and seems to be a new bug in this version.
  15. [color=#00FFFF]VISUAL BUG[/color] | 30255471151383 - A similar brightness tooltip issue occurs in the pause menu.
  16. [color=#00FF00]SUGGESTION[/color] | 1367012941400 - A feature to manually enable/disable items by clicking on their screen locations would enhance interactivity.
  17. [color=#00FF00]SUGGESTION[/color] | 3904455853620900 - Adding the ability to click map icons to toggle them and allowing TAB to exit terminal screens would improve usability.
  18. [color=#00FF00]SUGGESTION[/color] | 209268815427 - Lowering the chapter 1 speedrun threshold to 1:29 could make it easier to break the current record.
  19. [color=#fff82c]NITPICK[/color] | 309082399352262 - There is a visible seam in the ceiling.
  20. [color=#fff82c]NITPICK[/color] | 1360029338498 - A light is missing a plane in a specific area of chapter 1, which is a significant issue.
  21. [color=#fff82c]NITPICK[/color] | 308561074792 - There is a long delay when launching FS on Linux, causing a 30-second waiting spike.
  22. [color=#fff82c]NITPICK[/color] | 12344717822251 - A cube is experiencing double-spawning, which may require further investigation.
  23. [color=#fff82c]NITPICK[/color] | 8051899592886 - Platforms can crush players, which is a recurring issue worth addressing individually.
  24. [color=#fff82c]NITPICK[/color] | 3154938814955 - A small power-up generator is incorrectly positioned.
  25. [color=#fff82c]NITPICK[/color] | 9552551381649 - A switch sound issue persists, and platforms visually disappear when about to crush the player, preventing harm.
  26. [color=#fff82c]NITPICK[/color] | 36522116501788 - Getting behind a specific terminal at the end of chapter 2 with zero gravity launches the player upward.
Windows 32-bit Fractal Space Windows Depot 435411
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macOS Fractal Space Mac Depot 435412
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Linux 64-bit Fractal Space Linux Depot 435413
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Windows 64-bit Fractal Space Windows x64 Depot 435415
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