I can’t wait for custom mods to happen!
…once the update drops and people actually get to modding of course :) Custom perks and new maps from community members shall be the grandest!
Hi, just wanted to make this post before I forget. Is it possible for the developer to make an example mod and publish it somewhere? I’m asking this here because I don’t want to use discord (due to reasons).
Plenty of APIs and documentation have to be written or the community can figure some things out in terms of modding in case there isn’t time for documentation. I also wanted to suggest extra modding capability (i.e. mod tools) for later on when another update gets pushed, which is by developer’s choice.
Also, since the open source content isn’t on the internet, it could be self-hosted (Forgejo, Gitea) or placed somewhere outside of discord for safekeeping (and for non-discord users).
Hello again and Happy Birthday!
I heard maps were being suggested so I would like to suggest the WAW Zombie Revolution Mod’s Tutorial level, which I personally call “Nacht Revolution”. It’s basically Nacht but players spawn outside, there are Panzersoldats (you don’t need to add Panzers now), Hellhounds, Brutus (no need to add Brutus now), and there’s a tunnel on the Nacht first floor to the right of the Mystery box room’s stairs (replacing the boards in your case), leading to more areas. I couldn’t find any gameplay that shows the entire map on a player’s perspective. If you truly prefer though, you can add the option for perks and pack-a-punch on the map.
If the above is not satisfiable enough, you can add the rest of the DS maps, maybe a DS map combination so you can play all four DS maps at the same time.
Oh, one more thing: If you can add a section for the maps to toggle between main maps and custom maps, or even add labels/icons that I suggested prior, that would be amazing for organization purposes. It’s till up to you on that one.
Update: One tiny additional thing, I made some banners some time ago for the devlogs and figured now might be good to share as a birthday gift. I couldn’t make it the exact same Project Aether style but that’s what I have made. Feel free to make any changes to the images.

Hello again! This update was great to play on. I compiled another list of bugs, ideas and personal nitpicks for the previous update alongside this one.
Bugs:
Ideas:
Nitpicks:
Also just to brag a bit for the fun of it, I got my first ever easy-mode octagonal ascension attempt to round 64 (mostly because cliffhanger and no sprinter zombies for some reason): 
4 days later update: I completed the map (itch build #170, cliffhanger starter on medium difficulty; i meant to do hard mode but its fine). 
I just tried out the bloom effect now and for some reason I haven’t seen any changes happen. Videos (via Gist on GitHub): https://gist.github.com/user-attachments/assets/fef9f643-5d8d-44f8-9b07-bb535afc7c6a And this: https://gist.github.com/user-attachments/assets/86850768-4903-4075-99e0-e6524a909bed.
It does give the extra idea for zombie eyes to have less of a glow though. 
Thank you for adding the toggle!
I have a couple of ideas that I would like to see:
I would love to help but I’m not familiar with Unreal Engine (yet?). Feel free to add them whenever you want to, or you don’t have to.
I can’t find the keybind mention anywhere for flip kick, but I pressed Up + X (X is the heavy/kick) while in midair to do what appears to be a flip kick, and using it near the train doors glitches the character out.
I also found out that dashing and then Down + X (X is the heavy/kick) right after allows fast sliding. Right after recharging, I do it again to gain even more speed. The problem is that it didn’t do anything useful for the Highway Terminal and Target Practice besides allowing me to break the vertical speed limit. I still can’t get up the highway terminal unfortunately. I was able to use it in the Training Gym and found a way to get to the second floor portion of the map. I found what appears to be Andromeda on the third floor portion, but getting up to that level is easier said than done, and I was never able to make it there (yet?). You could implement an easier way or make changes to it, since nothing happens when I change any internal values for the character.

I took the subway to the Target Course since I checked around Highway Terminal and didn’t find any indication of Andromedia. I can’t reach the top of the course unfortunately.

Also, there are some online tools to help port the game over to Godot in a simpler way, but I guess with the recent updates, maybe having the project stay on Unity is okay.
Amazing! I tested the new updated build and I can’t find the wall climb ability anywhere, which means that I can’t move up to find andromeda. Do you know where the wall climb is? Also, I also found another bottomless pit area just after the train in the training gym which needs to be filled to prevent falling out of the map. The new boost tweak is amazing too, but it might be a bit too much for the final release (demo here is fine).
I also tried to port the entire project to Godot but I ran into issues with loading the assets. I forgot what I did exactly since it was a month ago and my focus was (and still is) on my education. It was only because of that one situation by that one company. Do you want to have the project ported?
I really enjoyed the new features and changes here. One issue is that the one shard of the two in the top right of the shrine area is almost impossible to reach, and it would be a relief if it were to be moved closer to the right where the player can reach it. Another issue is that I am having a lot of trouble finding the Andromeda arena and boss fight. I looked everywhere in the maps and even tried to reach the top of the map with the bottomless pit present (to no success). Other than that, I like it a lot.