NeverBound cover
NeverBound screenshot
Genre: Indie

NeverBound

Changelog Version 0.1.2

Previous changelogs on can be viewed on our Discord announcements channel, as well as on our website.

We would like to thank all of our current users for their patience while we finalized our new level, Leap of Faith. Due to its size and complexity, as well as the fact that it is our first outdoor level, we encountered a number of performance issues that caused us to delay its release. In addition to this, because we were excited to get this level out, we rushed our development process, which ended up causing more problems than anything. We have since reviewed what went wrong and have outlined how we plan to improve our development pipeline for future releases, in order to avoid encountering such issues and delays again. We hope that you enjoying exploring the new environment and experimenting with the mechanics that the level emphasizes!

In addition to the new level, this update contains two new graphics options that should enable users with less powerful graphics cards to achieve much better framerates and have a better overall experience while playing the game. Furthermore, our next update will contain several other performance improvements, which will drastically improve gameplay for all users.

While a significant portion of the next update will focus on performance, we will be including a few new features and another level as well. Unlike Leap of Faith, the next level release will not be another mission, but rather a challenge map, which will also serve as a PvP map in the future. To get an idea of what’s in store, check out the teaser below!



A note to WMR users:


We are aware that there are various rendering issues that occur when playing our game using some WMR headsets. These bugs appear to have been resolved in Unreal Engine 4.19; however, when we upgraded to UE 4.19, we encountered a number of game-breaking bugs that prevented us from being able to incorporate it into this update. We are actively working on this and apologize for the inconvenience. We appreciate your patience and hope we can get the update out to you soon.

New Features



  • New Level: Leap of Faith

    • After being extracted from the government training grounds, Escha is brought by her companion to a government outpost. Intel has reported that at the top of the antenna, evidence of a government driven terrorist attack can be intercepted and brought back to headquarters.
    • The level introduces time dilation and multi-gravity verticality.




  • New Enemy: Sniper Sentinel

    • These deadly marksmen are similar to regular Sentinels in terms of their strength, but they are equipped with a sniper and are highly accurate shooters, making them an extremely deadly enemy to an unsuspecting Paragon.




  • Added Steam Cloud Support!

    • Steam cloud support has been enabled for save game files and configuration files.

  • Main Menu Web Browser

      A web browser displaying the latest patch notes has been added to the main menu so that players can view the latest changes in-game.



Minor Updates



  • Added a graphics setting that enables player to adjust the VR screen percentage, which is used to determine the resolution to render the game at for a given HMD screen.

    • By default, this is set to 100%.
    • Increasing the screen percentage will improve resolution, but may impede performance if your graphics card is unable to handle it.
    • Conversely, decreasing the screen percentage will diminish resolution, but improve performance.

  • Added a graphics setting that enables the player to choose the anti-aliasing method used for rendering.

    • By default, this is set to FXAA (Fast Approximate Anti-Aliasing) to improve performance.
    • Players can choose to disable anti-aliasing altogether, or set the anti-aliasing method to MSAA (Multisample Anti-Aliasing), which is of higher quality but more costly than FXAA.
    • Both FXAA and MSAA can also be set to low or high quality.

  • The airship that comes to assist the player now has awesome fire effects.

    • This is to make it more obvious that the ship is active and moving, and because it’s awesome.




  • The reloading tutorial has been improved to make it more obvious to the player where the reload pin is.

    • When the hint explaining how to reload appears, the player’s gun will become holographic, but the reload pin will remain metallic and will be outlined with a yellow highlight.




  • When the player’s gun runs out of ammo and contains a spare clip, the reload pin will be outlined with a yellow highlight.

    • This is to assist the player in remembering how to reload, and to make it more apparent that the current clip has been emptied.




  • The UI displaying the payload’s status and the player’s score in Blitz no longer requires a button press to appear.

    • Instead, it will automatically appear next to the player’s left wrist when they raise their left hand to their face.




  • The sniper now has an ammo counter.

    • This gives the player a better idea of how many bullets remain in the sniper.




  • Increased the lifetime of the sniper’s bullet trail.

    • This is to assist the player to locate sniper Sentinels when taking fire.

  • Added a comfort setting that enables players to disable the view blackout that appears when aiming through a sniper’s scope.
  • Shift pads now have a maximum shiftable distance limit.

    • If the player is too far from the shift pad, they will not be able to shift to it.
    • This distance scales proportionally with the size of the shift pad (i.e. the larger the shift pad, the further the player can shift to it from).

  • The current version number is now displayed in the top-right corner of the main menu.
  • Stealing a Sentinel’s weapon now awards the player a score for disarming them.

    • This is the same score the player is awarded for disarming a Sentinel by shooting their weapon out of their hands.

  • The items held by the player in their hands are now hidden when the game is paused.
  • Difficulty settings have been implemented.

    • This currently only applies to Primer, Extraction, and Leap of Faith, as Blitz’ difficulty scales proportional to the player’s score.




  • Modified the portion of the tutorial that teaches the player how to dash.

    • This is to ensure that the player actually performs a dash and learns how to use it.


Bug Fixes



  • Fixed a bug that was causing audio options to not be saved.
  • Fixed a bug that prevented drones from moving if the player did not move after first being spotted by the drone.
  • Fixed a bug that caused the game to crash if a drone left its navigation volume.
  • Fixed a bug causing the lines indicating weapons’ gravity direction to be incorrectly oriented in weapon racks.
  • Fixed a bug causing the Friends and Global leaderboard tables to appear one after another when both leaderboard buttons were pressed in quick succession.
  • Fixed a bug causing turrets to spawn in the current room immediately after a door has been hacked and the payload has gone through in Blitz.
  • Fixed a bug that allowed dead elite Sentinels’ shields to regenerate.
  • Fixed a bug that was causing ‘+0’ to appear around the player’s waist after they died.
  • Fixed a bug that prevented the pistol’s overheat flames from appearing if the pistol was held too close to the player’s face.
  • Fixed a bug that was causing turret fire and footsteps to interfere with music and other game sounds.
  • Fixed a bug that caused fallen Sentinels to occasionally get up even when in mid-air.

    • Sentinels that have fallen should now only get up if they are on a valid surface.

  • Fixed a bug that caused the Gravity Slam Gun to fire after resuming the game if it was held when the game was paused.
  • Fixed a bug that caused the top 5 ranked players to appear twice in the leaderboard table in Blitz.
  • Fixed a bug that made it possible to dash anywhere on the connected surface when the player was standing on a shift ramp.

    • This made it possible to get to areas that were not meant to be accessed.
    • Now, the player can only dash straight out from the shift ramp on the connected surface, up to the maximum dashable distance (unless obstructed by some other object).

  • Added attenuation settings to the turret’s voice lines.

    • Thus, it is not longer possible to hear a turret from everywhere in a map; the volume of the turret’s voice will scale down proportional to the player’s distance from it.

  • Fixed a bug causing the player to be awarded a disarm score when a Sentinel accidentally shot another Sentinel’s weapon from their hands.

    • Now, the player is only awarded a disarm score if they shoot the weapon from the Sentinel’s hands themself.

  • Fixd a bug causing the controller that appears when displaying a hint to the player to become visible after pausing the game.

Known Issues


Changelog Version 0.1.1

Previous changelogs on can be viewed on our Discord announcements channel, as well as on our website.

We would like to thank all of our current users for their continuous support and feedback. In addition to the updates outlined in this changelog, we have been continuously working on developing new levels and game modes. However, in order to enable us to create new content in quicker iterations both now and in the future, we took the time to rework our game mode system in order to make it much simpler to create new modes to accompany new levels. Due to the complexity of this task, those changes did not make it into this update. Rest assured, in the next few weeks we will be pushing out a content patch that will contain all of these major content updates (as well as other updates and bug fixes). We are excited to show you what we have in store! In the meantime, you can enjoy the teasers below ;)





A note to WMR users:


We are aware that there are various rendering issues that occur when playing our game using some WMR headsets. These bugs appear to have been resolved in Unreal Engine 4.19, and we were hoping to update our game for this patch. However, when we upgraded to UE 4.19, we encountered a number of game-breaking bugs that prevented us from being able to incorporate it into this update. We are actively working on this and apologize for the inconvenience. We appreciate your patience and hope we can get the update out to you soon.

New Features



  • Updated Menu System: We have updated our menu system to be more intuitive and user-friendly! This includes:

    • Re-implementing the UI and functionality of the menu system.
    • Increasing the size of various checkboxes / highlighting text to make it easier to know what checkbox/dropdown/options are related to what text.



    • Separating the introductory level into two main menu items: one including the tutorial, and one beginning with the combat. This is so that players who wish to replay the first level without having to repeat the tutorial can easily do so (this option was previously hidden deep in the Game Options menu).

  • Added Touch to Move Locomotion!

    • Instead of requiring HTC Vive players to press down on the touchpad for locomotion, they simply have to place their finger on the touchpad to move.
    • The previous functionality (i.e. “Press to Move” locomotion) can still be enabled via the Options menu.
    • This is now the default option for locomotion.

  • Added Steam Leaderboards!

    • Players’ scores will now be uploaded to a Steam leaderboard when they complete a game.
    • In addition, a leaderboard will be displayed to the player in the end-game menu showing them the top 5 leaderboard entries, as well as 5 entries beginning from the player’s rank.
    • This currently only applies to the Blitz game mode.





Minor Updates



  • Added force feedback effects when the player’s hands highlight a grabbable object and when their hands enter a holder (e.g. the holsters at the player’s waist, battery charging stations, payload battery slots, etc.), either with an object in their hand, with an object in the holder, or both.
  • Added Oculus Dash support.

    • Oculus users running Rift Core 2.0 will be able to experience Oculus Dash support.
    • When the Oculus Dash button is pressed, or when the headset is removed, the game will automatically be paused, and the Dash UI will appear overlaid on the game environment (instead of being displayed in an empty room similar to the previous Universal Menu).




  • Updated the hint system to attach the displayed controllers to the player’s hands in order to make it more clear to the player where to look.

    • Also made the arms and any held objects become holographic when this occurs in order to prevent them from hiding the controller.




  • Decreased the reaction time of sentinels, making them much more hostile.
  • Slightly decreased the odds of Sentinels to stop firing and go to cover if shot. Again, making them even more hostile.

Bug Fixes


<*> Fixed a bug that was preventing players from falling off of the map when walking onto the catwalk at the end of the introductory level.
<*> In the Game Options menu, the vignette intensity slider would reset to its default value every time the menu was opened. The slider is now set to the previously selected value each time the menu is opened.
<*> Force feedback for firing weapons would stop if the player began firing immediately after the weapon reached their hand. This is no longer the case; the force feedback should continue even if the player begins firing as soon as the weapon enters their hand.
<*> Fixed a bug that was causing the regeneration of the maximum distance reachable via dashing to be slowed by time dilation. Dash should now always regenerate at the same rate regardless of whether or not time has been slowed down.
<*> Fixed a bug that was causing fragments of exploded canisters to block the player from dashing.
<*> Fixed a bug that was causing the fade-in/fade-out effect of the Blitz score menu to be affected by time dilation. The menu should now appear/disappear at the same speed regardless of whether or not time has been slowed down.
<*> Fixed a bug that was preventing the energy shield from becoming increasingly red as it took damage. It should now be much more apparent to the player that the shield is breaking.
<*> Fixed a bug that was causing the menu pointer from being clipped by walls in the game environment, making it difficult to select menu items. The pointer should now always be visible no matter what.
<*> Turrets are no longer able to shoot the player through the windows in Blitz.
<*> Turrets will no longer rotate 360 degrees when they are in a corner. Instead they will only rotate until the wall (This will make turrets notice you much more quickly).
<*> Fixed a bug that caused the payload’s projector to get stuck displaying the “Thank You” message if it was given a full battery while hacking a door.
<*> Sentinels are now much healthier. We’ve decreased the odds of Sentinels coughing / sighing / saying “all clear” to every 1 to 5 minutes. Up from 20 seconds to 1 minute.

Known Issues


<*> Line indicators on weapons in some weapon racks are incorrectly oriented.
<*> Performance hitches:

  • Due to the amount of enemies that are present when the player survives for a long period of time in Blitz game mode, it is possible that they experience performance hitches.
  • We are actively looking into this and attempting to make improvements to performance in general.

<*> Sentinel body parts occasionally get stuck in walls/floors.
<*> Shield doesn’t block incoming fire if held too close to the player’s body.
<*> Sentinels do not always successfully navigate over shift ramps.
<*> Drones spawn too often in Blitz.
<*> Sniper needs a visual cue when it is out of ammo.
<*> Cannot see pistol overheat flames when the pistol is too close to the player’s face.
<*> Pausing and resuming the game while holding a Gravity Slam Gun will cause it to fire.
<*> Turret fire and footsteps interfere with music.
<*> Dead elite sentinels’ shields regenerate.
<*> Pressing the Friends and Global leaderboard buttons immediately after one another will cause both tables to appear one after the other.

Patch Notes

Changelog: 2018-03-27


New players can see our previous changelogs on our Discord announcements channel: discord.gg/enthusiast

New Features



  • Oculus Support!

    • We now officially support Oculus Rift headsets

  • New Rooms: Puzzle/combat rooms added to tutorial

    • This is now the first room the player enters after completing the grenade range tutorial

  • Elite sentinels are now spawned in Blitz game mode when the player’s score becomes high enough

    • The higher the player’s score, the more likely they are to encounter elite sentinels


Minor Updates



  • Weapons dropped by sentinels have slightly more ammo than they previously did
  • Added shift pad activation/deactivation to tutorial introduction
  • The grenade range tutorial is no longer skipped by default
  • Added tutorial videos to grenade range to help player learn how to use the grenades
  • Added tutorial to teach player to put weapons in their holsters
  • Increased the delay between button presses

    • This is to prevent the player from unintentionally pressing a button they have already pressed

  • Changed the energy armor effect

    • It should now be less of a hindrance to the player’s vision

  • Added “Power Required” decals to battery stations in Blitz that are connected to the main power
  • Added lighting to catwalk at the end of the tutorial to make it more apparent
  • Removed placeholder voiceover from the tutorial

Bug Fixes


<*> Fixed a bug where it was possible to get stuck in a floor if shifting gravity to a shift pad that had another shift pad directly above it
<*> Our enemy spawning system would sometimes destroy enemies that the player was looking at and engaging; this no longer occurs
<*> Fixed a bug that made it possible to put non-battery items in battery slots (i.e. in battery charging stations and on the payload)
<*> Fixed a bug that only gave the player 10 ammo after reloading in the shooting range tutorial
<*> The player should now have 50 ammo after reloading
<*> Red crosshair that appeared in the centre of the player’s view in the main menu has been removed
<*> Turrets previously respawned before the player even left a room; now, a blinded and/or destroyed turret will only respawn after the player has exited and re-entered a room
<*> Adjusted the shield’s orientation in the player’s hand so that it feels more natural
<*> Fixed a bug that prevented the reload pin on the sniper from being properly highlighted, making it difficult to see
<*> Fixed a bug causing the shield targeting beam to point in the wrong direction when held in the right hand


Known Issues


<*> Crates were previously movable, and have temporarily been made static.

  • This is due to movable crates causing issues with the AI navigation system; we are actively working on this

<*> Performance hitches

  • Due to the amount of enemies that are present when the player survives for a long period of time in Blitz game mode, it is possible that they experience performance hitches
  • We are actively looking into this and attempting to make improvements to performance in general

<*> Force feedback for firing weapons stops if the player begins firing immediately after the weapon reaches their hand
<*> It is sometimes possible for the player’s hand to get stuck in a fist if they grab a reload pin while a weapon is falling
<*> Vignette intensity slider resets to default value every time the Game Options menu is opened
<*> Sentinel body parts occasionally get stuck in walls/floors
<*> Shield doesn’t block incoming fire if held too close to the player’s body
<*> Sentinels do not always successfully navigate over shift ramps
<*> Drones spawn too often in Blitz
<*> Sniper needs a visual cue when it is out of ammo
<*> Time dilation canister explosion fragments should not block dash
<*> Menu pointer mesh gets clipped by walls (although it is still possible to select things)
<*> Giving the payload a battery while it is hacking gets the “Thank You” screen stuck for the remainder of the hacking process
<*> Turrets can shoot at the player through the windows
<*> Cannot see pistol overheat flames when the pistol is too close to the player’s face