Genre: Shooter, Hack and slash/Beat 'em up, Adventure, Indie
Bright Memory: Infinite
Update Notes - 17 November 2021
Please find the list of fixes and adjustments included in this update below.
Fixes & Adjustments
Fixed issue where selecting "Continue" after beating the game on any difficulty level will cause the game to return to the main menu.
Fixed issue where Special Ammo inventory is different from before after restarting.
Fixed issue where the firearm does not automatically switch to special ammo when regular ammo reaches 0.
Player can now cancel "Check Weapon" by using "Skill" and "Fire".
Fixed issue where "Check Weapon" can be activated when firing.
Fixed issue where activating Blade Slash during a wall run will cause the player to die.
Fixed issue where player can travel through a wall when activating Giant Blade Slash.
Fixed issue where the number of enemies damaged by Rocket Punch attack is inconsistent, resulting in player not being able to progress.
Fixed issue where player can accidentally leave the mission area in "Changes".
Fixed issue where the number of Relinquaries required to unlock Blade Slash was incorrect.
Fixed issue where player can accidentally leave the mission area in "Surrounded".
Fixed issue where ancient soldier in "Surrounded" can get stuck in between poles.
Fixed issue where the "Flames in the Sky" and "Auto-Tracking" achievements do not unlock properly.
Adjusted when the enemy appears in "Close Call" so player does is not attacked upon restarting.
Adjusted the behavior of Shelia's hair in the cutscene after defeating the Giant King.
Fixed issue where skipping the credits scene will cause the main menu to be displayed incorrectly.
Increased the long range wave damage dealt by Quake Punch by 35%
Fixed issue where player cannot dash by holding down the dash key after activating Blitz Slash and Giant Blade Slash consecutively.
Fixed issue where burning tree vanishes after the ancient soldier battle in "Surrounded".
Fixed issue where certain Relinquaries in "Surrounded" can be obtained repeatedly.
The "Tractor Beam" tutorial no longer appears from the second playthrough onwards.
Thank you all very much for reporting issues and helping us improve the game. We will continue to monitor and fix reported issues.
Update Notes - 16 November 2021
Please find the list of fixes and adjustments included in this update below.
Fixes & Adjustments
Fixed issue where beating the game in "Hell" difficulty fails to unlock the "Skinny Jeans" skin.
Fixed issue where beating the game in "Revenge" difficulty fails to unlock "Hell" difficulty.
Adjusted the timing of when player can use the grapple during the aircraft battle in "Close Call".
Fixed issue where number of deaths does not reset during repeated play.
Increased the ammo pick-up range.
Fixed issue where Light Blade can be activated even when energy is at 0.
Increased Aerial Slash travel distance and damage (+20%).
Increased available HG Special Ammo for pick-up within the scene.
Reduced attack speed and frequency of bow-wielding ancient soldiers.
Increased damage of Blade Slash Whirlwind by 20%.
Fixed issue where explosions can occur while charging for Blade Slash Whirlwind and Rocket Punch.
Fixed issue where player can get stuck under bench after sliding.
Fixed issue where player can be thursted out of the area by enemy attacks in the reed field.
Fixed issue where players cannot go through the window after the wild boar battle.
Fixed issue where BGM does not replay when restarting the game from the final checkpoint in "Changes".
Fixed issue where "Dodge" or "Jump" can be activated during the restaurant sliding scene.
Fixed issue where door animation can be triggered after reaching the checkpoint in the restaurant.
Fixed issue where BGM does not replay when restarting the game from checkpoint in restaurant.
Fixed issue where the bow-wielding ancient soldier on top of the rock in "The Primordial Flood" cannot be pulled in with the Tractor Beam.
Adjusted when the final ancient soldier appears in "The Primordial Flood".
Adjusted Tian Yu Emperor's actions after being attacked by the Light Blade and increased his attacking frequency.
Fixed issue where the Mountain Beast in "The Primordial Flood" can enter the incense pot.
Fixed issue where the Tian Yu Emperor can freeze at the corner of the battle area.
Fixed issue where certain graphics cards can cause multiple lines to be displayed during cutscenes.
Fixed issue where travelling over the ground where the enemy's vehicle exploded can cause the player's vehicle to fall through the ground during the car chase battle in "Close Call".
Thank you all very much for reporting issues and helping us improve the game. We will continue to monitor and fix reported issues.
Update Notes - 15 November 2021
Please find the list of fixes and adjustments included in this update below.
Fixes & Adjustments
Fixed issue where beating the game in "Hell" difficulty does not unlock the skin.
If you have already cleared the above requirement, the skin will be unlocked upon entering the skin menu on the main menu.
Added skip function to certain events.
Keyboard: spacebar, Xbox controller: A button. The skip function has also been added to other events.
Adjusted controller input scope to fix issue where the wall run action cannot be activated.
Fixed issue where using the "Shock Punch", "Rocket Punch" or "Quake Punch" attacks will cause the player to teleport to a different point on the map.
Fixed issue where using the "Quake Punch" or "Blitz Slash" attack results in a slanted view.
Fixed issue where the model of Shelia's arm or particle wire remains displayed after dying.
Fixed issue where entering the pause menu while guarding will cause the player to remain in the guarding stance.
Fixed issue where the "Relic" tutorial remains displayed.
Fixed issue where certain models in "Changes" are not displayed properly.
Fixed issue where player can accidentally leave the area in "Surrounded".
Fixed issue where player can accidentally leave the area in "Close Call".
Fixed issue where player can accidentally leave the area in "The Primordial Flood".
Fixed issue where the grapple icon remains displayed in "Changes".
Fixed issue where the Giant King's and Six-armed Emperor's attack range differs from the actual attack range.
Fixed issue where the player can get stuck in the lava from the Giant King's and Six-armed Emperor's attacks.
Fixed issue where player attacks can cause the Tian Yu Emperor can be thrusted into the room on top of the roof.
Fixed issue where the Tian Yu Emperor's head and neck are not aligned properly.
Adjusted the timing of the character's voices for certain events in "Changes".
Fixed issue where the enemy's boat remains displayed even after game is restarted.
Fixed issue where the ancient soldiers in "Surrounded" can get stuck at the top of the stairs.
The "Box" tutorial will no longer be displayed from the second playthrough onwards.
Fixed issue where tenemy soldiers do not track the player after even after detecting player during sneaking mission in "Surrounded".
Thank you all very much for reporting issues and helping us improve the game. We will continue to monitor and fix reported issues.
Update Notes - 14 November 2021
Please find the list of fixes and adjustments included in this update below.
Fixes & Adjustments
Changes made to sneaking mission The mission will no longer fail when you are discovered by an enemy during the sneaking mission. Instead, you will be given an opportunity to quickly eliminate the enemies.
Fixed issue where knife disappears at the beginning of the sneaking mission ("Surrounded").
Adjusted tire friction levels during car chase battle to adjust how much the car skids when travelling too fast.
Adjusted the car steering wheel function to adjust how much the car skids when turning the steering wheel.
Adjusted steering wheel sensitivity.
Fixed issue when activating a skill causes weapon to change to special ammo.
Fixed issue where Relinquary inventory displays a negative number.
The "Counter" and "Dodge" turorials will no longer be displayed from the second playthrough onwards.
Fixed soft lock issue with "Relic" turorial.
Fixed issue where beating the game in "Revenge" difficulty does not unlock "Hell" difficulty.
Please select "Start from selected scene" in main menu to replay a scene in a different difficulty level.
Fixed issue where players can double jump over area-restricting invisible walls.
Fixed issue where the shotgun enemy soldier in "Changes" can get stuck in the area below the cliff.
Fixed issue where the game cannot progress due to inability to defeat the shotgun enemy soldier in "Changes".
Fixed issue of players running through the wall upon executing wall run action during "Changes".
Fixed issue where player can travel through the door on the right when the enemy tank appears in "Surrounded".
Adjusted the movement of Shelia's hair during the cut scene when the Six-armed Emperor appears.
Fixed issue where Relinquaries respawn everytime the player loads a saved game.
Fixed issue where the UI text on the left side of the screen can be edited.
Fixed issue where game freezes after performing certain actions during the "Dodge" tutorial.
Fixed issue where using the Tractor Beam on the Giant King can cause it to fall below ground level.
Reduced the Mountain Beast's HP in "Revenge" and "Hell" difficulty levels.
Increased battle area ammo drops for the Giant King battle.
Thank you all very much for reporting issues and helping us improve the game. We will continue to monitor and fix reported issues.
Fix Crash - 14 November 2021
Please find the list of fixes and adjustments included in this update below.
Fixes & Adjustments
<*>Fixed Crash while loading level.
Fixed bug causing black screen to remain when starting.
Special bullets no longer disappear when dying or starting again.
Fixed bug causing crashes after defeating the "Giant King".(Optimization will be an ongoing process)
Fixed bug causing progress to be lost when crashing after defeating the "Giant King".
Fixed bug causing player death during the event sequence after defeating the "Giant King".
Fixed bug causing player death during the event sequence after defeating the "Six-armed Emperor".
Fixed bug causing weapons to be swapped during the "Surrounded" infiltration mission.
Adjusted angle at which knife is held during the "Surrounded" infiltration mission.
Fixed bug causing player-character to suddenly activate defense during the "Surrounded" infiltration mission.
Fixed bug causing a mechanical sound to occur when maintaining aim during the "Surrounded" infiltration mission.
Fixed bug causing some structures to disappear when navigating the area while crouching during the "Surrounded" infiltration mission.
Fixed bug causing framerate drop after defeating the Mountain Beast when ray tracing is "On".
Fixed bug causing the player-character to get stuck in a hole when touching the wall during "Changes".
Fixed bug causing the player's POV to freeze on the Tractor Beam guide during "Changes".
Fixed bug allowing the player to use the Grapple in the previous area after defeating the "Tian Yu Emperor".
Fixed bug preventing the "Restoration" achievement from unlocking after clearing the game on "Revenge" and "Hell" modes.
Fixed bg causing player-character's defenses to activate while climbing.
Reduced GPU usage rate when ray tracing is "On" during "Close Call" and "The Primordial Flood".
Thank you very much for reporting these bugs. We will continue to deal with any other or future issues.
【2021年11月12日】修复部分BUG更新日志
Please find the list of fixes and adjustments included in this update below.
Fixes & Adjustments
Optimized overall memory consumption during "Close Call" to minimize possibility of crashes. (Optimization will be an ongoing process)
Optimized overall memory consumption during the event where the revived Giant King appears to minimize possibility of crashes. (Optimization will be an ongoing process)
Fixed issue where Reliquaries are not accurately displayed at the start of certain checkpoints.
Fixed issue where the bullets fired by enemies on hovercrafts go through walls.
Fixed issue where running along the wall during "Changes" will cause player to go through the wall.
Fixed issue where BGM does not restart after dying at the end of "Changes".
Fixed issue where character model does not disappear in the final scene of "Changes".
Fixed issue where vehicle can get stuck during the car chase segment in "Close Call".
Fixed issue where Reliquaries can be destroyed by Light Blade skills.
Reduced enemy HP for the "Hell" and "Revenge" difficulty levels.
Temporarily removed the dodge function triggered by pressing the movement keys twice.
Removed unnecessary objects generated by setting Raytracing to "High".
Other minor bug fixes.
Thank you for reporting bugs! Unfortunately we cannot reply to players' questions individually, but we will continue to check all comments and issues pointed out by everyone and will provide further updates as soon as possible.
Please play in DX12 mode if you keep getting crashes due to the event of Giant King after this patch. We deeply apologize for the inconvenience. Thank you so much for your patience and your continuous support.
Bright Memory: Infinite Now Available!
Dear Users, Bright Memory: Infinite has finally released on Steam!
We want to send a massive thank you to everyone who has been eagerly waiting for the game to be released. We're confident that you will absolutely love this title, which combines the FPS and action genres to deliver an epic experience like none other.
[previewyoutube="5K5mMGR5CDo;full"]
For those who own Bright Memory prior to Bright Memory: Infinite's release, Bright Memory: infinite should have been added to your Steam library.
Check out the DLC and soundtrack too! We've also prepared discounted bundles for those of you interested in the DLC packs and soundtrack.
It's been a long wait, but we are so happy to finally be able to release the game. I hope all of you have an amazing time with it!
Bright Memory: Infinite Now Available!
Dear Users, Bright Memory: Infinite has finally released on Steam!
We want to send a massive thank you to everyone who has been eagerly waiting for the game to be released. We're confident that you will absolutely love this title, which combines the FPS and action genres to deliver an epic experience like none other.
[previewyoutube="5K5mMGR5CDo;full"]
For those who own Bright Memory prior to Bright Memory: Infinite's release, Bright Memory: infinite should have been added to your Steam library.
Check out the DLC and soundtrack too! We've also prepared discounted bundles for those of you interested in the DLC packs and soundtrack.
It's been a long wait, but we are so happy to finally be able to release the game. I hope all of you have an amazing time with it!
Introducing the Composers Behind Bright Memory: Infinite's Soundtrack
We have some Bright Memory: Infinite news for all of you today!
The original soundtrack of Bright Memory: Infinite is created by composers Jeff Rona (God of War 3, Far Cry 4) and Cody Matthew Johnson (Lost Soul Aside, Devil May Cry 5, Resident Evil 2).
Interview Video [previewyoutube="Ya79YsFOAyo;full"]
In our interview with Jeff Rona, he said: “Bright Memory: Infinite has been an amazing opportunity to integrate cinematic, orchestral music, ancient Chinese music, and modern electronics. It creates this astonishing world, We hope you love it as much as we enjoyed making it,”
Cody Matthew Johnson has a lot of history with all of the iterations of Bright Memory. Cody told us “At the Tokyo Game Show in 2019, I was fortunate enough to meet PLAYISM, the publishers of Bright Memory. When they told us they were releasing Bright Memory and working with FYQD, I stopped in my tracks and begged them to just introduce us! Sure enough, as we got to know Zeng and the rest of the folks at FYQD, he approached and said ’Why don’t we work together? Why don’t you write music for Bright Memory: Infinite?’”
Throughout our musical collaboration with Cody and Jeff, we exchanged countless ideas on the game’s score. They agreed on the goals of the game’s overall sound and the importance of Chinese folk music and instruments to create a large part of the game’s sonic world. In creating the music of the boss battles, such as the scene in the Dong Drum Tower, we shared many examples of famous Chinese folk songs to draw inspiration for the score’s hybrid approach, blending traditional Chinese instruments, orchestra, and synths.
While playing the game’s battles, we hope you will enjoy the soundtrack created by Jeff Rona and Cody Matthew Johnson. The original soundtrack album of Bright Memory: Infinite is now available on the store page! Available on all other music platforms soon.
Introducing the Composers Behind Bright Memory: Infinite's Soundtrack
We have some Bright Memory: Infinite news for all of you today!
The original soundtrack of Bright Memory: Infinite is created by composers Jeff Rona (God of War 3, Far Cry 4) and Cody Matthew Johnson (Lost Soul Aside, Devil May Cry 5, Resident Evil 2).
Interview Video [previewyoutube="Ya79YsFOAyo;full"]
In our interview with Jeff Rona, he said: “Bright Memory: Infinite has been an amazing opportunity to integrate cinematic, orchestral music, ancient Chinese music, and modern electronics. It creates this astonishing world, We hope you love it as much as we enjoyed making it,”
Cody Matthew Johnson has a lot of history with all of the iterations of Bright Memory. Cody told us “At the Tokyo Game Show in 2019, I was fortunate enough to meet PLAYISM, the publishers of Bright Memory. When they told us they were releasing Bright Memory and working with FYQD, I stopped in my tracks and begged them to just introduce us! Sure enough, as we got to know Zeng and the rest of the folks at FYQD, he approached and said ’Why don’t we work together? Why don’t you write music for Bright Memory: Infinite?’”
Throughout our musical collaboration with Cody and Jeff, we exchanged countless ideas on the game’s score. They agreed on the goals of the game’s overall sound and the importance of Chinese folk music and instruments to create a large part of the game’s sonic world. In creating the music of the boss battles, such as the scene in the Dong Drum Tower, we shared many examples of famous Chinese folk songs to draw inspiration for the score’s hybrid approach, blending traditional Chinese instruments, orchestra, and synths.
While playing the game’s battles, we hope you will enjoy the soundtrack created by Jeff Rona and Cody Matthew Johnson. The original soundtrack album of Bright Memory: Infinite is now available on the store page! Available on all other music platforms soon.