Posted November 06, 2025 by Neon Brain
#Update
Hello everyone!
Really happy with all the enthusiasm lately, it means a lot.
I recently discovered how actually broken the enemy behavior was when transitioning from the chase state back to idle. This could even cause performance issues on lower-end PCs if you ran past a bunch of enemies at once. If you noticed enemies bugging out between their idle and run animations (most noticeable with the salamander enemies in the Fungal Grove), this was the reason.
I’ve now fixed it! When you’re out of an enemy’s field of view for an extended period of time, they’ll properly revert to their idle state. Someday I’d like to make them return to their original positions too, but I have far more pressing matters for now.
In short, enemies should now feel a tad more responsive and will stop chasing you once you’re out of their field of view for a while. Enemies are still relentless so you shouldn't be escaping so easily.
That’s all for now! I’ll be resuming work on the Next Fest update, and as always, I’ll continue to gradually update the demo whenever I fix or improve things.
Thanks again for playing and for all your support!