Patch Notes 0.1.8
Player
-The Inventory now has a sorting type that changes between "All" and "Favorite" using the 'Up' arrow.
-Shield now recharges by 1% of max Shield. Fixed an issue where Shield recharges were inconsistent in builds.
-Fixed an issue where moving, evading diagonally would yield farther traversal than moving in single directions.
Weapons
-Weapons can be favorited using the 'F' key on the Inventory page (Main Menu, in-game).
-Weapons can no longer be switched during reloads.
-Weapons roll with a new RNG element: Platforms
-Default: Leaves base Weapon performance unchanged.
-Efficient: Increases damage, zoom, aim assist, reduces fire rate, recoil.
-Chatter: Reduces damage, aim assist, zoom, increases fire rate, recoil.
-Tempered: Increases damage, fire rate, zoom, aim assist, reduces recoil.
-Siphonic: Adds 1% of Health, Shield on hits, 15% on Melee kills.
-Mining: Spawns, shatters a Lucent cluster on any hits.
-Trenchant:
Weapon hits apply Health debuffs.
Melee hits apply Damage Over Time.
Evading applies Slowed.
-Cache: Regenerates +1 Grenade charge every 2s.
-Weapon Rarity changes:
-Rarity 1: Platforms only.
-Rarity 2: Platforms + Stat Cheats.
-Rarity 3: Platforms + Stat Cheats + +1 Functional Cheat.
-Rarity 4, 5: Platforms + Stat Cheats + +2 Functional Cheats.
-Added new Weapon type: Grenade Launcher
-Added new Functional Cheat: Activator Drone
-Selects targets at random or through manual aim to attack
-Attacks trigger passive-based Platforms.
-Its weapon launches rockets on Cache platform weapons.
-(Fated) Attacks activate "Wait! Now I'm Ready!", Efficacy, Inoculated, Cadence, and Enshroud.
-Added new Exotic Functional Cheat: Flashpoint (Grenade Launcher)
-Fires floating Lucent mines for manual detonation.
-Switching Weapons leaves mines intact.
-Companion Cheat is Positive-Negative.
-Improved Superweapon Firing VFX (Apathetic - Exotic Pistol).
-Fixed an issue where Weapons would subtract from reserves instead of their magazines when firing immediately after auto-reloads.
-Fixed an issue where Forager (Fated) was activating on Underfoot (Exotic SMG).
-Mercies (Exotic Semi Fire Rifle) Player Camera vertical clamp increased to 89.
Enemies
-Combatants now possess additional identifiers
-Melee enemies now use appendages that extend/retract during attacks.
-Range, Jump enemies, Replevin Keystone boss now use mandibles that open/close during attacks.
-Pounce enemies' front graft colors take after Lucent cluster colors.
-Replevin Gatherer fight has been improved:
-Now throws full Lucent crystals instead of clusters, requiring multiple hits to shatter.
-Gathers its crystals by jumping through the ceiling, returning to the arena after collection.
-Hitting the crystal slightly delays the throw timer.
-Fixed an issue where their attack window could be reset perpetually by approaching, retreating from the boss.
-Fixed an issue where Replevin Charger boss refused to attack while living enemies remained on higher floors.
-Replevin Ambuscade now prevents other crystals from priming if another crystal is already primed.
World
-Level 03: Reduced prop density, slightly increased light brightness in boss arena. Removed level geometry suspected of blocking Boss ability to see Combustible Lucent crystals.
-Level 05: Replevin Keystone boss health clamped to 50% until Phase II starts.
-All Levels (Campaign, Viricide) have been updated:
-Levels are more "linear", telegraphing clearer paths
-Levels 02, 03, 04, Viricide 01, 02, 03 introduce Environmental Hazards
-Enemies can spawn through floors, walls, ceilings, or use jumps to reach Players faster.
-Level 02: Number of Tram cars reduced
-Level 03: Residential hallways cordoned off to improve level pacing.
-Level 05: Barred access to platforms, preventing boss cheesing.
-Door models have been improved:
-Doors now use bright green, red coloring to denote locked, unlocked state
-Consoles can change the colors of a specific door side.
-Console models have been improved:
-Consoles are now grey constructs with dark red, blue coloring. Approaching with a matching key changes its design to a bright red, blue color.
-Level 05: Improved Elevator shaft design to remove lightmap baking artifacts.
-Level 04: Fixed Tram room ceiling region lightmap baking artifacts.
Game
-Damage sources are now color-coded:
-Weapon: White
-Melee: Purple
-Destruct Grenade: Orange
-Damage-over-time: Green
-Positive-Negative: Blue
-Lucent: Cyan
-Activator Drone: Yellow
-Superweapon (Apathetic - Exotic Pistol): Red
-Old damage: Silver
-Recent damage font size is higher; older damage is smaller.
-Loot Delivery items have been updated:
-Gray Lucent clusters spawn that use rarity-based colors
-Approaching reveals UI detailing weapon attributes
-'2' adds the Weapon; 'Down' arrow adds as favorite
-Fixed an issue where deaths after boss clears would reload the level by checkpoint, soft-locking progression.
-Added Health pickups. Collecting one restores Health to 100%.
-Improved Ammo pickup visual appeal.
-Added Viricide 03 to Viricide mode.
-Added Colorblind support settings on the Main Menu.
-Improved Controls page readability:
-Movement, Inventory, and Combat behavior are structured into blocks with their respective inputs.
-Added new Transition Backgrounds when loading Campaign, Viricide games.
-Fixed an issue where the Game End Timer would not reset after the first Viricide clear, revealing the results page immediately on later clears.
Get Resplendent
Resplendent
Battle enemy hordes and bosses using weapons with random rolls.
| Status | Released |
| Author | DillaDev |
| Genre | Shooter, Action |
| Tags | 3D, Loot, Short, Singleplayer, Third Person, Unity |
| Languages | English |
| Accessibility | Color-blind friendly |
More posts
- Patch Notes 0.1.917 days ago
- Patch Notes 0.1.7Mar 19, 2026
- Patch Notes 0.1.6Oct 28, 2025
- Patch Notes 0.1.5Aug 07, 2025
- Patch Notes 0.1.4Jun 17, 2025
- Patch Notes 0.1.3Apr 16, 2025
- Patch Notes 0.1.2Apr 16, 2025
- Patch Notes 0.1.1Apr 16, 2025

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