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.

Elysia Sector™ © 2026 Harley Phoenix. All Rights Reserved.

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.

Elysia Sector™ © 2026 Harley Phoenix. All Rights Reserved.

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.

Elysia Sector™ © 2026 Harley Phoenix. All Rights Reserved.