September, 2025.
Update 1.0.6F: General Fixes, Optimisation, Residential, Nav Fixes, and Vendors.


Update 1.0.6F
General Fixes, Optimisation, Residential, Nav Fixes, Vendors, and much more below.
If you would like to test Elysia Sector: The Unknown, or your hiring and want to check out my work before making a commitment, make a request for a key and I will get back to you! My current testing build pipeline is through Steamworks.
Leaving Elevator Areas (Bio-Habitats, Storage Floors), has a Fast travel UI.
New Earth Hallucinations were tweaked to depict the 'user' as Yvan Mortis.
Elevator HUD is now dynamic, and improved substancially.
Elevator now goes to the 'Insertion Zone', a Survival based area,
This area provides access to all the Beta 6 Elevator areas.
This area allows Demons to randomly drop loot when killed.
Older Elevator areas from Beta 5 and prior, have been removed.
Optimised Demons (GPU) to better use LOD techniques*.
Optimised Demons (GPU/CPU) to use Animation Sharing techniques*.
Optimised Demons (GPU/CPU) to use Animation Budgeting techniques*.
Optimised Demons (GPU/CPU) to cut down vertices and bone data*.
Optimised Demons (CPU) to cut down runtime distant sound code*.
Optimised Demons (CPU) to cut down runtime nav calculations*.
Demon skins slightly limited to favour performance (for now)*.
Demon animations slightly limited to favour performance (for now)*.
3+ Legged Demons have been removed, they will be optimised and return later*.
*These increase idle demon counts in levels from 70 to 200, matching fps.
*These increase chasing demon counts in levels from 40 to 100, matching fps.
UE Navigation has been re-integrated with stable behaviour in certain areas**.
**Prior Nav Technique was saved for certain Demon Types, and most older areas.
**Navigation type is toggled at runtime, using new features added to AI Systems.
**UE Navigation Areas/Demon Types have added Crowd Control/Mass Avoidance.
**UE Navigation is recalculated at runtime, (in thoery) this allows modded maps to work.
Music has been fixed since the last patch, no tracks are still muted or have issues.
Blood and Death effects have been modified, improved, and slightly optimised.
Gameplay has been improved in 'Survival Mode' areas. With new UI, Sounds and Notifications.
Survival Mode code and logic has been improved substancially, it's both more clear and stable.
Manufacturing Vendor 'Artisan' moved to 'Insertion Zone'. Type is dynamic, 1 daily bill to use all.
Manufacturing Vendor 'Orders' moved to 'Insertion Zone'. Type is dynamic, 1 daily bill to use all.
Manufacturing Vendor 'Trader' moved to 'Insertion Zone'. Type is dynamic, 1 daily bill to use all.
Manufacturing Vendor's have different coloured UI speech (I will apply this to other UI later).
Getting killed while talking to a vendor will now force the UI and Vendor to cancel.
Chance to spawn Construction Parts as loot increased by 5% for all Container Types.
Every 3 rounds, the Survival Code will wait a random time between 60/120s for you to access vendors/loot.
Bio Habitats now have UE Navigation support, both Standard and Combat Versions.
Storage Floors now have UE Navigation support, both Standard and Combat Versions.
Storage floor floating doorways removed for now, may return, a bigger fix will come later.
Teleporters on Bio-Habitats better sligned to level and terrain floor.
New Vendor 'Dreamcatcher' added to the 'Insertion Zone', doesn't need payment.
This allows 'trading dreams with anothers'. Changes your next dream when sleeping.
1 dream added to the 'Dreamcatcher', there will be more added as updates get finished.
Dream is Nyxandria's/Lyreath's history, an emotional and heavy sequence, a twist of perspective.
Added tech behind the scenes which allows a male protagonist, but it's not ready yet***.
***This is a less perfect solution, but otherwise i'd need to re-make thousands of animations.
Character Creation HUD has been tweaked slightly, improving wording for Female/Male body types.
Main Menu tweaked to rename "New Game" to "Story Mode", these buttons also have new descriptors.
Main Menu tweaked to allow new "Survival Mode", a less forced and faster ruleset with no Intro/Ending****.
****This will be enabled later, it will be based on the "Debug - Skip Intro" button already present.
Recoil is now 50% less for all weapons.
Vendors having wrong UI assigned, or wrong trigger sizes, has been fixed.
UI Overlays for Locations now have a second indicator for loot. Only used in 'Insertion Zone'.
Old survival mode locations (Storage Combat Floor, and Bio Combat Floor) handle spawn types differently.
Old survival mode locations don't use the new HUD overlay, that is preserved for the 'Insertion Zone' only.
Pause menu dev teleport button changed, now goes to 'Insertion Zone' instead of "Floor X".
Total NPC Spawns for Bio-Habitats and Bio-Combats limited to 250, and 150 respectively.
Bio-Habitats and Bio-Combats now use Unbound Navigation, and Ground Demon Types can spawn.
Update 1.0.6F
General Fixes, Optimisation, Residential, Nav Fixes, Vendors, and much more below.
If you would like to test Elysia Sector: The Unknown, or your hiring and want to check out my work before making a commitment, make a request for a key and I will get back to you! My current testing build pipeline is through Steamworks.
Leaving Elevator Areas (Bio-Habitats, Storage Floors), has a Fast travel UI.
New Earth Hallucinations were tweaked to depict the 'user' as Yvan Mortis.
Elevator HUD is now dynamic, and improved substancially.
Elevator now goes to the 'Insertion Zone', a Survival based area,
This area provides access to all the Beta 6 Elevator areas.
This area allows Demons to randomly drop loot when killed.
Older Elevator areas from Beta 5 and prior, have been removed.
Optimised Demons (GPU) to better use LOD techniques*.
Optimised Demons (GPU/CPU) to use Animation Sharing techniques*.
Optimised Demons (GPU/CPU) to use Animation Budgeting techniques*.
Optimised Demons (GPU/CPU) to cut down vertices and bone data*.
Optimised Demons (CPU) to cut down runtime distant sound code*.
Optimised Demons (CPU) to cut down runtime nav calculations*.
Demon skins slightly limited to favour performance (for now)*.
Demon animations slightly limited to favour performance (for now)*.
3+ Legged Demons have been removed, they will be optimised and return later*.
*These increase idle demon counts in levels from 70 to 200, matching fps.
*These increase chasing demon counts in levels from 40 to 100, matching fps.
UE Navigation has been re-integrated with stable behaviour in certain areas**.
**Prior Nav Technique was saved for certain Demon Types, and most older areas.
**Navigation type is toggled at runtime, using new features added to AI Systems.
**UE Navigation Areas/Demon Types have added Crowd Control/Mass Avoidance.
**UE Navigation is recalculated at runtime, (in thoery) this allows modded maps to work.
Music has been fixed since the last patch, no tracks are still muted or have issues.
Blood and Death effects have been modified, improved, and slightly optimised.
Gameplay has been improved in 'Survival Mode' areas. With new UI, Sounds and Notifications.
Survival Mode code and logic has been improved substancially, it's both more clear and stable.
Manufacturing Vendor 'Artisan' moved to 'Insertion Zone'. Type is dynamic, 1 daily bill to use all.
Manufacturing Vendor 'Orders' moved to 'Insertion Zone'. Type is dynamic, 1 daily bill to use all.
Manufacturing Vendor 'Trader' moved to 'Insertion Zone'. Type is dynamic, 1 daily bill to use all.
Manufacturing Vendor's have different coloured UI speech (I will apply this to other UI later).
Getting killed while talking to a vendor will now force the UI and Vendor to cancel.
Chance to spawn Construction Parts as loot increased by 5% for all Container Types.
Every 3 rounds, the Survival Code will wait a random time between 60/120s for you to access vendors/loot.
Bio Habitats now have UE Navigation support, both Standard and Combat Versions.
Storage Floors now have UE Navigation support, both Standard and Combat Versions.
Storage floor floating doorways removed for now, may return, a bigger fix will come later.
Teleporters on Bio-Habitats better sligned to level and terrain floor.
New Vendor 'Dreamcatcher' added to the 'Insertion Zone', doesn't need payment.
This allows 'trading dreams with anothers'. Changes your next dream when sleeping.
1 dream added to the 'Dreamcatcher', there will be more added as updates get finished.
Dream is Nyxandria's/Lyreath's history, an emotional and heavy sequence, a twist of perspective.
Added tech behind the scenes which allows a male protagonist, but it's not ready yet***.
***This is a less perfect solution, but otherwise i'd need to re-make thousands of animations.
Character Creation HUD has been tweaked slightly, improving wording for Female/Male body types.
Main Menu tweaked to rename "New Game" to "Story Mode", these buttons also have new descriptors.
Main Menu tweaked to allow new "Survival Mode", a less forced and faster ruleset with no Intro/Ending****.
****This will be enabled later, it will be based on the "Debug - Skip Intro" button already present.
Recoil is now 50% less for all weapons.
Vendors having wrong UI assigned, or wrong trigger sizes, has been fixed.
UI Overlays for Locations now have a second indicator for loot. Only used in 'Insertion Zone'.
Old survival mode locations (Storage Combat Floor, and Bio Combat Floor) handle spawn types differently.
Old survival mode locations don't use the new HUD overlay, that is preserved for the 'Insertion Zone' only.
Pause menu dev teleport button changed, now goes to 'Insertion Zone' instead of "Floor X".
Total NPC Spawns for Bio-Habitats and Bio-Combats limited to 250, and 150 respectively.
Bio-Habitats and Bio-Combats now use Unbound Navigation, and Ground Demon Types can spawn.
Update 1.0.6F
General Fixes, Optimisation, Residential, Nav Fixes, Vendors, and much more below.
If you would like to test Elysia Sector: The Unknown, or your hiring and want to check out my work before making a commitment, make a request for a key and I will get back to you! My current testing build pipeline is through Steamworks.
Leaving Elevator Areas (Bio-Habitats, Storage Floors), has a Fast travel UI.
New Earth Hallucinations were tweaked to depict the 'user' as Yvan Mortis.
Elevator HUD is now dynamic, and improved substancially.
Elevator now goes to the 'Insertion Zone', a Survival based area,
This area provides access to all the Beta 6 Elevator areas.
This area allows Demons to randomly drop loot when killed.
Older Elevator areas from Beta 5 and prior, have been removed.
Optimised Demons (GPU) to better use LOD techniques*.
Optimised Demons (GPU/CPU) to use Animation Sharing techniques*.
Optimised Demons (GPU/CPU) to use Animation Budgeting techniques*.
Optimised Demons (GPU/CPU) to cut down vertices and bone data*.
Optimised Demons (CPU) to cut down runtime distant sound code*.
Optimised Demons (CPU) to cut down runtime nav calculations*.
Demon skins slightly limited to favour performance (for now)*.
Demon animations slightly limited to favour performance (for now)*.
3+ Legged Demons have been removed, they will be optimised and return later*.
*These increase idle demon counts in levels from 70 to 200, matching fps.
*These increase chasing demon counts in levels from 40 to 100, matching fps.
UE Navigation has been re-integrated with stable behaviour in certain areas**.
**Prior Nav Technique was saved for certain Demon Types, and most older areas.
**Navigation type is toggled at runtime, using new features added to AI Systems.
**UE Navigation Areas/Demon Types have added Crowd Control/Mass Avoidance.
**UE Navigation is recalculated at runtime, (in thoery) this allows modded maps to work.
Music has been fixed since the last patch, no tracks are still muted or have issues.
Blood and Death effects have been modified, improved, and slightly optimised.
Gameplay has been improved in 'Survival Mode' areas. With new UI, Sounds and Notifications.
Survival Mode code and logic has been improved substancially, it's both more clear and stable.
Manufacturing Vendor 'Artisan' moved to 'Insertion Zone'. Type is dynamic, 1 daily bill to use all.
Manufacturing Vendor 'Orders' moved to 'Insertion Zone'. Type is dynamic, 1 daily bill to use all.
Manufacturing Vendor 'Trader' moved to 'Insertion Zone'. Type is dynamic, 1 daily bill to use all.
Manufacturing Vendor's have different coloured UI speech (I will apply this to other UI later).
Getting killed while talking to a vendor will now force the UI and Vendor to cancel.
Chance to spawn Construction Parts as loot increased by 5% for all Container Types.
Every 3 rounds, the Survival Code will wait a random time between 60/120s for you to access vendors/loot.
Bio Habitats now have UE Navigation support, both Standard and Combat Versions.
Storage Floors now have UE Navigation support, both Standard and Combat Versions.
Storage floor floating doorways removed for now, may return, a bigger fix will come later.
Teleporters on Bio-Habitats better sligned to level and terrain floor.
New Vendor 'Dreamcatcher' added to the 'Insertion Zone', doesn't need payment.
This allows 'trading dreams with anothers'. Changes your next dream when sleeping.
1 dream added to the 'Dreamcatcher', there will be more added as updates get finished.
Dream is Nyxandria's/Lyreath's history, an emotional and heavy sequence, a twist of perspective.
Added tech behind the scenes which allows a male protagonist, but it's not ready yet***.
***This is a less perfect solution, but otherwise i'd need to re-make thousands of animations.
Character Creation HUD has been tweaked slightly, improving wording for Female/Male body types.
Main Menu tweaked to rename "New Game" to "Story Mode", these buttons also have new descriptors.
Main Menu tweaked to allow new "Survival Mode", a less forced and faster ruleset with no Intro/Ending****.
****This will be enabled later, it will be based on the "Debug - Skip Intro" button already present.
Recoil is now 50% less for all weapons.
Vendors having wrong UI assigned, or wrong trigger sizes, has been fixed.
UI Overlays for Locations now have a second indicator for loot. Only used in 'Insertion Zone'.
Old survival mode locations (Storage Combat Floor, and Bio Combat Floor) handle spawn types differently.
Old survival mode locations don't use the new HUD overlay, that is preserved for the 'Insertion Zone' only.
Pause menu dev teleport button changed, now goes to 'Insertion Zone' instead of "Floor X".
Total NPC Spawns for Bio-Habitats and Bio-Combats limited to 250, and 150 respectively.
Bio-Habitats and Bio-Combats now use Unbound Navigation, and Ground Demon Types can spawn.


