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Update notes via Steam Community

Greetings Elegosians,


Welcome to the next update being released to our Closed Alpha branch.

As always, we are so appreciative of our growing community who continue to provide useful feedback and suggestions as we continue to evolve the alpha build.



We have been hard at work updating our Terrain system for this update and many changes will reflect that. Gone are the cliffs of old as we usher in a new era of Mediterranean flavour to our scene. We have resculpted large parts of the terrain and appreciate there may be some new collider based issues as a result, please let us know if you find any of those pesky holes...



Some of the usual ongoing bug fixes/collider issues have been fixed up and the global cloudy lighting and fog has been tweaked for atmosphere.

Thanks, as always, for your continued support. A big shoutout to a few of the key Discord folk that have been spending their time helping us decide on what to focus on and finding things for us to fix. Jiub, Mellin, Ellie etc. I'm looking at you!

Now we are heading back around to optimisation for 0.6 and sorting out all these crazy triangles that are getting thrown around everywhere.

Here is the rest of what is new:

Improvements


World

  • Pier set dressing
  • Main Street set dressing
  • Garden Party area floor added
  • Some base groundwork in Garden
  • Smuggler's Route has been resculpted and trims added
  • Terrain has been replaced with new system and resculpted and repainted
  • Terrain sculpted around Temple Island and trims added to holes
  • Kill planes have been tweaked to fit new Environment pass
  • Blockout added back to Smuggler's Tunnel

Visual

  • Terrain textures and blend shader materials aligned and re-applied in most areas used
  • Cliff meshes removed
  • Reflection probes added to Village Stairs area
  • Depth cache added to Ocean for surface foam
  • Added distant Terrain for skybox/backdrop


Bugfixes

  • Fixed various collider issues on entrance Boat
  • Collision pass relating to new terrain / environment changes


Known Issues


Settings

  • Currently, there is no official controller support built into Elegos.
  • If you do wish to use a controller consider applying the following config as a temporary workaround until we implement official support – learn more here.

Art

  • Water rises through the ground in some incomplete areas
  • The entrance to the palace has some graphical issues

Gameplay

  • Ladders can sometimes knock/bounce the player off them
  • Player speed can sometimes be inconsistent
  • Players can sometimes trigger sprint animation on ladders
  • Some NPCs can walk through structures
  • NPCs can sometimes be tilted
  • NPC movement is still in development
  • Stealth systems are still in development
  • Narrative interactions are still in development with placeholder storyboards being implemented

General

  • Combat is in early stages, as such players cannot kill or be killed
  • Most NPCs are placeholder dummies
  • Audio is not fully implemented
  • Art is not final

Performance

  • Occlusion culling is currently implemented in a very basic form. We have plans to improve this and move the processing to the GPU to improve general performance
  • A number of our assets utilise LOD meshes, but there are many more we plan to implement
  • Many colliders are placeholders and may cause some issues
  • Further tweaks to a number of our graphical features will take place based on feedback we receive about visual glitches and performance on different hardware. This includes systems like reflections, post-processing effects, shadow fidelity, etc.
  • We are constantly looking to improve our lighting setup whilst also improving performance related to it


We hope you enjoy all of the fixes and improvements listed above.

As always, please report any persisting or new issues through the in-game feedback tool (press F1) or join us in our Discord server and talk to us directly!
Windows Elegos Playtest Content Depot 1882321
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