The annual Steam Autumn sale has arrived! To coincide with this event, we have released a FREE content update featuring a new weapon and location to bring you more fun and value!
Here's what we have in store for you -
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The Disintegrator Laser Rifle
A high powered laser rifle, designed to vaporize your foes. A click of the trigger will fire a moderately damaging beam. By holding down the trigger, the Disintegrator will charge up, increasing the beam's width, damage, and penetrating power. Releasing the trigger will unleash this charged up beam to great effect.
This map takes on a multi-story dojo aesthetic, and you'll be slipping and sliding across those lacquered floors doing what you do best, dishing out the carnage.
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PATCH NOTES [Version 1.5.2] - 2019-11-26
[New] Added new weapon : Disintegrator. Added new map : Training Hall.
[Changes] Updated AI textures. Adjusted lighting, brightness and color of some maps.
[Fixes] Fixed Set Crouch Height not applying correctly. Fixed Chapter 6 rootkite door not opening on certain occasions. Fixed Blade Waves not changing color after apply accent relic. Fixed Sumo's ground smash not damaging player on occasion. Fixed a bug where accent color did not apply correctly in multiplayer. Fixed an equip bug in multiplayer. Fixed players not gaining experience properly after a multiplayer mission.
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Drop Us A Review
Please tell us how you like the update and drop us a review if you feel we are doing a good job. Your encouragement will mean so much to us! :)
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Check Out Our Upcoming New Game
Also, we hope that you will check out our upcoming new game and wishlist it if a deckbuilding rogue-like/lite RPG sounds like your cup of tea.
Gordian Quest is best described as an old school RPG presented in a modern way. We are huge fans of old cult classics like Wizardry, Ultima, Dungeons and Dragons and Might and Magic. There is something charming about the old-school way of forming your team of heroes to go on adventures, accepting quests from NPCs, leading your heroes to engage in battles, making them stronger, mastering skills, forging new weapons and discovering powerful relics. In Gordian Quest, we have preserved all these elements – made better and fronted by more modern concepts such as deckbuilding, turn-based tactical combat, a skill-grid system, equipment crafting, procedural maps and uncovering deeper skills brought about by forging bonds among your heroes.
We just want to let you know that we are working hard on our next game release.
The bad news is - it's not a VR game. The good news is - we believe that it's going to be a hell of a fun game.
As game developers, our core mission is to create great fun games. Although we love VR, we don’t want to limit ourselves to just one platform. Our upcoming game is a PC roguelike/lite RPG that combines the best elements of deckbuilding, tactical combat and strategic decision-making.
It’s called Gordian Quest and slated to launch on Steam’s Early Access between December 2019 to Early 2020.
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What Kind of Game is Gordian Quest?
The game is best described as an old school RPG presented in a modern way. We are huge fans of old cult classics like Wizardry, Ultima, Dungeons and Dragons and Might and Magic. There is something charming about the old-school way of forming your team of heroes to go on adventures, accepting quests from NPCs, leading your heroes to engage in battles, making them stronger, mastering skills, forging new weapons and discovering powerful relics.
In Gordian Quest, we have preserved all these elements – made better and fronted by more modern concepts such as deckbuilding, turn-based tactical combat, a skill-grid system, equipment crafting, procedural maps and uncovering deeper skills brought about by forging bonds among your heroes.
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We Want to Build The Game With You
Instead of dropping a finished game at your feet and expecting you to take it or leave it, we believe in building our games organically with you. By that, we mean we want to come up with the master concept and early iterations of the game, and we also want you to be a part of our decision making process as we introduce more content and features to the game. After all, we are building a game for you, so we think you should be involved. Early Access will allow us to achieve this collaborative effort.
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Do Check Gordian Quest Out
We sincerely hope that you will check it out and wishlist it if you like what you see.
We made a post recently that we would be bringing more content to the PC version of Sairento VR. To put things into context, although our game was officially completed some time back, we've decided to port over the new maps and weapons we've created for the Quest version of Sairento to reward you and bring you more ninja fun!
So as promised, here's the start of our updates!
** More to come - We are looking at a total of 8 more maps + 4 new weapons, to be added over the next few months!
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To kick it off, we have added 2 new maps to Sairento VR!
The Sanctuary
The Sanctuary map features upper walkways surrounding an interior shrine area with 4 entrances. The shrine area serves as a temporary chokepoint, but beware your enemies performing flanking maneuvers! Holographic fishes lazily waft through the area, creating a fascinating and futuristic overlay over the traditional wood and stone elements.
The Subway
The Subway map puts you right smack in an underground subway platform. The entire arena is divided into two levels. Hold a skirmish behind the cover of pillars and the docked train on the lower level, or take the fight to the open spaces on the upper level, where enemies can flood in from any direction, but you have much more room to manoeuvre.
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On top of adding those maps, we have also made some small improvements to the game -
We have also added new option 'Allow Weapon Switching Between Hands' under Accessibility options.
Next we've also updated tutorial texts and images for different VR devices.
Finally we've fixed teleportation and room rotate at the same time on certain VR controller devices.
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Please Let Us Know How We Are Doing Please let us know how you find the new maps and improvements to the game. Hit us up with any questions or comments you may have! If you haven't given our game a review, we hope you can do so as a show of support and encouragement. It will help us go a long way in our journey as indie developers and we will truly appreciate it! :)
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In Case You Are Wondering, This Is What We've Been Up To
A Rogue-Like Deckbuilding RPG - We are about to launch a Steam Early Access on a rogue-like/lite deckbuilding RPG soon somewhere in November. Unfortunately it is not a VR game which is why we haven't been talking about it here. But if you are into this genre of PC games, you may like to wishlist it for when we launch on Steam -
Our next VR title - We have been brainstorming and doing R&D on our next VR title, but we are not ready to unveil any details yet. What we do want to say at this point is that we have learnt a lot of valuable lessons from developing Sairento and we will deploy those experiences into making our next VR title even more visceral and bad-ass. We are not likely to back down on the over-the-top experience our fans have come to love about Sairento and if anything else, would probably double down on it in our next game. Physics based fighting and multiplayer combat would likely be a focus in our next game and we look forward to unveiling more details to you when we are ready. We promise that you will be the first to know :)
Sairento VR FREE New Content Tsunami Coming Soon!
Hey Ninjas,
We haven't been posting here for a while because the game has officially completed production, or so we thought!
So here's some really exciting news for you.
We will be optimizing and porting over content we have created for the Quest version of Sairento over soon! For FREE!
When we created Sairento Untethered for the Quest, we had to rebuild the game from ground up and create new maps and weapons for it. Now that production on that side has stabilized, we have decided to deploy some manpower to port over those content to add more value to the PC version of the game.
So here's what we are looking at for now -
- 10 new maps + 4 new weapons - We will be adding those over time, starting from mid October
For the month of October, we will be releasing 2 maps.
The Sanctuary map features upper walkways surrounding an interior shrine area with 4 entrances. The shrine area serves as a temporary chokepoint, but beware your enemies performing flanking maneouvers! Holographic fishes lazily waft through the area, creating a fascinating and futuristic overlay over the traditional wood and stone elements.
The Subway map puts you right smack in an underground subway platform. The entire arena is divided into two levels. Hold a skirmish behind the cover of pillars and the docked train on the lower level, or take the fight to the open spaces on the upper level, where enemies can flood in from any direction, but you have much more room to manoeuvre.
So watch out for a patch soon in the next 2 weeks!
We would love to hear from you cyber ninjas again, so please let us know what you think of this news! :)
An Invite to Our Latest Game's Private Alpha
Hey Gamers,
We hope that 2019 has been great for you so far!
We've been very busy and productive ourselves. As some of you may know, we've been working on the ports for Sairento VR to PSVR and Oculus Quest.
We've also been working on a new PC game.
Now don't worry, we are not abandoning VR, but as game developers we just like exploring different mediums and genres. We will definitely be back with another VR game before you know it!
So it's finally time to unveil our efforts and we would like to invite you to sign up for the private alpha for our PC game.
http://www.mixedrealms.com/gordianquest
It's called Gordian Quest - rogue-lite battle card RPG, best described as a good old fashioned adventure game with modern day graphics and gameplay.
For Sairento fans, you will be pleased to know that Chieko Hatsuri's in the game too! :)
Below is a brief description of the features -
- Form your band of adventurers all with unique classes, skills and abilities.
- Hire a knight, a sorcerer, a pathfinder, a cleric, a thief, a ninja and more to aid your cause.
- Train and upgrade your heroes to meet the arduous challenges ahead.
- Partake in strategic turn-based combats and battle your way through legions of monsters using 100+ cards with countless combos.
- Enjoy endless replayability with procedurally generated adventures.
- Collect powerful relics that can turn the tides of fate in your favor.
- Take on quests and make choices that will shape the course of your adventure.
Through the private alpha, we hope to collect your valuable feedback on what you think of the game in its alpha state and how you would like us to improve on it.
As you know, Mixed Realms is an indie label that cares deeply about our gamers' feedback and we want this game to be about you and for you.
If you know any of your friends who love games of this genre, please feel free to share this post.
Thank you and speak to you soon!
Another Bumper Update (v1.5.0p8)
Greetings Ninjas,
It's been a while since our last update, and we're excited to talk about what's in patch 1.5.
Updated Locomotion Clipping and falling through the environment - It's probably happened to you more than once, and it's no way to experience being a ninja. To combat this, we've updated our locomotion code to a physics-based system. This should drastically reduce the occurrences of this nasty bug.
Somersaults https://www.youtube.com/watch?v=f-CTC4gpPKI
Step up your game with the ability to perform flips. You are no longer limited to backflips off walls - you can now trigger directional flips in the air, and also sideflip off a wallrun. The trigger is the same as before - raise both hands in the air as you jump. Additionally, you can also trigger the flip at any time along the upward portion of a jump, so you can time your flips to have maximum air-time.
Gliding Gliding is a new addition that will allow you to drift through the air. When enabled in the options, simply stretch your hands out to both sides to reduce your velocity. This can be useful if you misjudge the distance of a jump, or want to roleplay being Batman. Your choice.
A New Map - The Hangar https://www.youtube.com/watch?v=sRfSelOehMI
We are also introducing a new map - the Hangar. It is a multilevel arena with various areas of interest to engage enemies in. Blast doors and cargo pods grant some cover to those who want to duke it out in the central area, while an assortment of bridges and scaffolding connect the upper areas, and can be used to your advantage if you prefer a more stealthy approach.
Graphics Revamp This update includes graphics revamps for the Street and Alley levels - they should be much more performant and visually striking. Don't take our word for it, give it a spin!
VR Essentials Bundle We are proud and humbled to say that Sairento VR is now in a VR Bundle with 7 other great VR titles - Superhot, Gorn, Arizona Sunshine, Space Pirate Trainer, Job Simulator, Thumper and Budget Cut! VR fans can now get all of these games at a discount! https://store.steampowered.com/bundle/9184/VR_Essentials/
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The full changelog is as follows :
## v1.5.0p8 (2018-01-02) - Build 164 [Changes]
- Slightly increased hitbox length of all melee weapons.
- Reduced melee minimum velocity to deal damage threshold.
- Mission difficulty tier now scales according to the last difficulty you played.
- Touch locomotion : joystick no longer needs to be reset to the dead zone when performing multiple rotations in different directions.
[Fixes]
- Fixed a bHaptics bug with throwing weapons.
## v1.5.0p7 (2018-01-02) - Build 163 [Changes]
- Added speed line particles outside train windows.
- By request, you can now skip through the intro and tutorial in Scene 1 by pressing Space.
- By request, you can now skip the final penthouse sequence by pressing Space.
- Disabled flips in arcade mode by default.
[Fixes]
- Fix for endless spinning when transitioning if doing a flip while transitioning to upgrade screen in Arcade mode.
- Fix for UI text being too small for certain languages.
- Rebaked occlusion culling on Lab level.
- Possible fix for LIV quadrant issue.
## v1.5.0p6 (2018-12-20) - Build 162 [Changes]
- bHaptics - Revamped damage taken detection and updated weapon feedbacks.
- Full localization for Chinese, English, German, Japanese and Korean languages.
- Adjusted bloom effect intensity on some maps.
[Fixes]
- Fixed Toro spawned below the ground.
## v1.5.0p5 (2018-12-10) - Build 161 [Changes]
- Improvements to wallrun and wallhop detection for various calibrated heights.
- In Arcade Mode, returning to the Dojo through the wrist menu will now register your run on the leaderboard.
## v1.5.0p4 (2018-12-07) - Build 160 [Fixes]
- Fixed player's positioning not resetting to the center of the calibrated play area in a load scene.
- Fixed free rotation speed multipliers not applying correctly.
- Fixed wall bounces not working correctly if allow backflips was set to false.
- Fixed a bug where controllers could project through walls in some cases.
- Material fixes for Street and Alley maps.
## v1.5.0p3 (2018-12-05) - Build 159 [Changes] - Flips are now separated into two options (requires you to re-enable them again if you use them)
- Allow front, back, and side flips in jumps
- Allow back and side flips off walls
- Difficulty tier adjustment
- The slider for solo missions now default to 25% (down from 100%) of your max playable tier. This is meant to make the experience less jarring for new players.
- For multiplayer games, this defaults to 50%.
- This does not change anything for players who prefer playing at max tier.
- Chapter 6 changes
- Geishas are now introduced in smaller numbers across the level rather than encountering a roomful of them at once.
- In the final room, the UI now displays the remaining distance to the objective location to help with finding the room.
- Adjusted jump links in Hall.
- Slightly increased outstretch arm distance condition for triggering flip.
[Fixes] - Fixed an incorrect condition for triggering sideflips.
- Fixed a bug in the audio track picker.
- Fixed texture seams, rotating fans, in Street.
- Fixed a bug where root kite in Scene 6 was not accessible under certain conditions.
- Fixed multiplayer lobbies not being visible after returning to the dojo after a game.
- Fixed controller vibrating constantly when Glaive is held.
- Fixed ramp colliders in Arena.
- Fixed relic max damage range being lower than minimum range on occasion when refining.
- Fixed missing materials and removed an invisible pillar in Street.
- Fixed missing material for Sumo's charge effect.
[b## v1.5 [New] - Added new map : Hangar.
- Added indicator for front of play area in loading scenes.
- Added control option 'Allow Gliding' : - Stretch out both arms to arrest your descent speed
- Angle the level of your arms left or right to control your glide direction
- Gliding will cancel out sliding when you land
- Added 'Allow Front/Back/Side flips' control option. When enabled, flips can be triggered along the upwards portion of a jump by raising both hands. - Perform a front flip if jumping forward.
- Perform a back flip if jumping backwards.
- Perform a side flip if jumping to your side.
- As before, you can backflip off wall hops.
- Overhauled movement system - jumps are now physics-based. - You will now collide with platforms/overhangs in a jump, rather than clipping through them.
- Clipping out of the world will happen less often.
- You are no longer limited to one snap rotation in any locomotion method. Turn as many times as you need.
- Fixed a long-standing bug where you would rewind to your original jump position before starting the jump.
- Added Control option : Accelerate Locomotion. - This option let the user decide if locomotion should be affected by Acceleration (default is Off)
- Added Accessibility option : Display Subtitle - This option let the user decide where subtitles should be displayed
- Screen: Subtitles will be displayed on the center of the screen. This is the default option
- Wrist: Subtitles will be displayed on non-master hand wrist
[Changes] - Graphics revamp for Street map.
- Graphics revamp for Alley map.
- Improved third person animations.
- When performing a flip, weapons on your waist now properly flip together with you.
- Statues in the dojo now act as DPS dummies.
- Ground slides now travel further if you landed with more horizontal velocity.
- Blade Waves colliding against the environment now have spark particles.
- Increased follow speed of the direction pointer to extraction points.
- Reduced player collider size.
- AI updates - Sumo's can now charge 2 times before the ability goes on cooldown for 8 seconds.
- Sumo now uses ground slam and combo punches more frequently.
- Increased the size of the sumo's weakpoint on his back.
- Kunoichi now tracks the player more aggressively.
- Kunoichi traps are now red in color (was blue).
[Fixes] - Fixed required minimum level for crafting not taking prestige into account.
- Fixed touchpad locomotion not working after a shift/dash without releasing the control first.
- Fixed 'Movement ends Acceleration' responsiveness when letting go of the touchpad/joystick.
- Fixed a bug where player hitboxes could be offset on death, causing incorrect interactions with out of bound colliders.
- Fixed enemy damage not scaling properly when changing difficulties.
- Fixed enemy bullet flight sound volume not scaling to player's sound volume setting.
- Fixed campaign achievements not unlocking for Skilled difficulty.
- Fixed player model not showing at the start of the game despite show player model being true.
- Fixed colliders that caused players to be unable to interact with Chapter 7 bombs on occassion.
- Fixed bug where generic Sumos would become unkillable if you quit Chapter 8 without completing it.
- Fixed a bug where enemies could skip the jump animation and instantly appear at their destination.
- Fixed 'Hide life & Chakra bars when full' option not being set correctly.
- Fixed being unable to complete tutorial if Fade Teleport option was used.
- Fixed missing collider for central platform in Incinerator map.
- Fixed hover feedback icons not disappearing if settings were changed while it was active.
- Fixed Ashigaru always using spawning with shotguns in multiplayer.
- Fixed Bushi dash strike dealing damage twice.
- Fixed Slugger hand angle (was too high).
- Fixed Endurance timer increasing faster than normal.
- Fixed multiplayer animations.
- Fixes for certain effect shaders.
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We have a new patch v1.5.0p6 on the public test branch. To opt in, simply right click on Sairento VR in the game library and choose properties, under Betas tab, choose to opt into "public-test" in the drop down box.
Here is changelog:
## v1.5.0p6 (2018-12-20) - Build 162 [Changes]
- bHaptics - Revamped damage taken detection and updated weapon feedbacks.
- Full localization for Chinese, English, German, Japanese and Korean languages.
- Adjusted bloom effect intensity on some maps.
[Fixes]
- Fixed Toro spawned below the ground.
Hot Magma Chamber | New Location Release!
Hey Ninjas,
Here's a spanking new location for you to test your skills!
https://youtu.be/3rs2fPGPLsI
It features a central platform in a magma filled chamber, with multiple suspended walkways and platforms around the chamber. A new environmental trap in the form of swinging blades makes combat a dangerous affair, forcing you to pay attention to positioning if you fight on the walkways.
On a side note, we've also been working on more bug fixes and we'll continue to do so over the weeks. Please continue to send in your reports to support@sairentovr.com or drop into our Discord so that we can follow up with you.
Patch notes are as follows :
## v1.4.2p1 (2018-10-16) - Build 148 - Optimized Incinerator map.
- Optimized District map.
- Fixed locomotion auto enabled in Campaign mode despite the options has set to off.
- Fixed Blade Wave's charging effect.
## v1.4.2 (2018-10-03) - Build 147 - Added new map - Incinerator.
- Fixed server effects not rendering properly when being damaged or destroyed in chapter 8.
- Fixed bloom toggle.
- Fixed some colliders in Warehouse and Observatory to address player clipping.
- Multiplayer: Fixed player respawn when dropping out of map.
- Multiplayer: Fixed UI not responding on mission fail on occasion.
- Multiplayer: Fixed waiting for other players UI not disappearing in PVP mode on occasion.
Remastered Graphics + Updated Game Engine
Hey Ninjas,
We are pleased to announce the official release of our bumper update, which includes remastered graphics of the following locations - Shrine, Lab, Warehouse, Cemetary, Hall, Corporation, Train, Arena, Observatory and an upgrade of the game engine which would see improved textures and lighting, better performance, smoother gameplay and bug fixes.
Have a look below at the videos to see for yourself -
https://www.youtube.com/watch?v=7DpEvw9rYsE
https://www.youtube.com/watch?v=J2fVlpU0HOA&lc=z23mtfogtsmbufcd4acdp43aqckzbg4vaqtv3ylrwzxw03c010c
We are still working on 3 remaining levels - namely Street, Alley and District - and will release patches for them in a future update.
We've done our best to squash any bugs we could find but if you do come across any, please let us know by sending us an email at support@sairentovr.com
In addition to the above, we are planning to expand the Sairento experience by releasing a new level at the end of September and another one at the end of October!
Patch notes below.
## v1.4.1p5 (2018-09-27) - Build 146 - Fixed chapter 6 Toro body not disappearing after being killed.
- Fixed Daimyo body not disappearing after being killed.
- Fixed Saved Loadouts unable to create, delete, save and load.
- Fixed AI navigating through wall on Lab.
- Fixed collision issues on Lab.
- Fixed incorrect texture on glass panel on Lab.
- Fixed lighting in Setup and Calibration.
- Fixed erroneous lighting for Observatory, Arena and Dojo
- Fixed displaced object in Shrine.
- Fixed Fury texture not reacting to light.
- Fixed Kunoichi teleporting out of map.
- Fixed player respawn position when fallen out of map.
- Reduced max resolution scale to 1.4. High resolution scale are found to cause issues for certain users on low end machine.
- Corrected duration of controller reload feedback for Vanguard.
- Fixed player animation not transitioning properly after death.
## v1.4.1p4 (2018-09-25) - Build 145 - Fixed occlusion culling for the Cemetary.
- Fixed textures become black when change setting.
- Fixed Steam achievements not triggering.
## v1.4.1p3 (2018-09-24) - Build 144 - Fixed occlusion culling in Labs.
- Fixed campaign chapter 5 door bug.
## v1.4.1p2 (2018-09-22) - Build 143 - Hotfixes for the following behaviors happening :
- Fixed changing elevation with touchpad locomotion causing weapon drift and targeting issues.
- Fixed player walk animation not playing with touchpad locomotion.
## v1.4.1p1 (2018-10-03) - Build 142 - Hotfixes for the following behaviors happening :
- Player death event being blocked by a runtime error
- Settings menu glitching due to unused options in options
- Extra navigation mesh being included in the base scene, causing incorrect pathing.
- Fix for material swapping issues between Hiro/Chieko.
- Fix for dojo background music not playing.
## v1.4.1 (2018-09-21) - Build 141 - Reworked the following 9 maps - The Arena, Observatory, Shrine, Lab, Warehouse, Cemetary, Hall, Corporation, Train, Arena, Observatory. These maps should run much smoother and have higher graphical fidelity.
- These maps are not yet optimized - Street, Alley and District - but will be soon
- Long limbs mode now provides you longer arms.
- Player avatar leg Ik in a jump is now less awkward.
- Added full simplified Chinese localization
- The game should be more stable overall and occurrences of crashing should be reduced.
- Switched to single pass rendering - you should notice a sizable improvement in CPU usage.
- Added transitory loading scene between levels to help memory management.
- Added post-processing effects.
- Third person camera now pulls in if there is a wall between the player and camera.
- Reduced boss's health in Chapter 4 and 8, and reduced max reinforcement count for campaign boss battles.
- Fixed for bug where jumps would push you down through stairways or inclined planes.
- Fixed bug with Slugger where it does not cool down correctly while in Acceleration.
- Fixed particle bug with the Plasma Blade.
- Bug fixes for runtime errors when dying in certain campaign levels.
- Added loading scene progress bar.
- Fixed bloom intensity in the Lab.
- Fixed enemy nav mesh on District map.
- Fixed Corporation map still using un-optimized final room.
- Fixed arrow tips not changing properly to match arrow type.
- Fixed loading scenes not transitioning correctly sometimes.
- Fixed players not being placed in the spawn zone for a split second after the level loads, on certain maps.
- Touchpad locomotion now overrides acceleration. You move at normal time. When you stop moving, the remaining Acceleration duration resumes. This is a balance change.
- Miscellaneous multiplayer fixes for better stability and performance.
### Arcade Mode ### - When starting in Arcade mode, auto reload is enabled by default.
- Increased accessibility : players can now change their name in the main menu.
- Increased accessibility : The server region can be now selected from the main menu.
Test Branch | A Blockbuster Update
Note - This is on the test branch first. Actual update will be later.
Hey Ninjas,
We've been working hard to bring you a blockbuster update!
In summary, we've updated the game engine and given the Sairento VR graphics a massive upgrade and along with it improved textures and lighting, better performance, smoother gameplay and bug fixes.
The following levels - Shrine, Lab, Warehouse, Cemetery, Hall, Corporation, Train - should now better scratch that cyberpunk itch. We have given them a makeover and they should not only look prettier, but also run better.
Have a look below at the video to see for yourself -
https://www.youtube.com/watch?v=7DpEvw9rYsE
We are still working on the remaining levels and will release patches for them in a future update.
In addition to the above, we are planning to expand the Sairento experience by releasing a new level at the end of September and another one at the end of October.
This update is now available on the test branch and will be released officially once we are satisfied that everything is in order. For those of you who can't wait and help us test for stability, this is how you can access the preview!
To Access The Preview :
- Right click Sairento VR -> Properties -> Betas
- Select "rework-preview" from the Dropdown
## v1.4 (2018-09-13) - Build 140 - Updated game engine from 2017.1.0 to 2018.2.3.
- Reworked the following 7 maps - Shrine, Lab, Warehouse, Cemetary, Hall, Corporation, Train. These maps should run much smoother and have higher graphical fidelity.
- Long limbs mode now provides you longer arms.
- Player avatar leg Ik in a jump is now less awkward.
- Added full simplified Chinese localization
- The game should be more stable overall and occurrences of crashing should be reduced.
- Switched to single pass rendering - you should notice a sizeable improvement in CPU usage.
- Added transitory loading scene between levels to help memory management.
- Added post-processing effects.
- Third person camera now pulls in if there is a wall between the player and camera.
- Reduced boss's health in Chapter 4 and 8, and reduced max reinforcement count for campaign boss battles.
- Fixed for bug where jumps would push you down through stairways or inclined planes.
- Fixed bug with Slugger where it does not cooldown correctly while in Acceleration.
- Fixed particle bug with the Plasma Blade.
- Bugfixes for runtime errors when dying in certain campaign levels.
Sairento VR 1.3.1
We've migrated the latest build from our public test branch to the public - all arcade operators will be able to enjoy our new streamlined arcade mode by adding -arcade to your launch arguments.
## v1.3.1 (2018-08-31) - Build 139 - Fixes and improvements for Arcade mode, and exposed -arcade launch argument
- Fixed hovering item indicator images being blank