Today’s update focused on campaign progression, level flow, menu recovery, collision cleanup, and transition stability so the game feels more complete, more reliable, and less like it’s held together with haunted duct tape.
Campaign / Level Progression Fixes
- Fixed the issue where Level 1 could not be completed
- Reworked the exit / next-level interaction flow
- Improved how the game detects when a level is actually clear
- Fixed the logic for reaching the green exit wall / door
- Updated the completion flow so F interaction is prioritized correctly for level progression
- Improved the handoff from one level to the next so progression behaves more consistently
- Cleaned up the win-state logic used for level advancement
Exit / Interaction Fixes
- Refined the F key interaction system
- Improved how the game decides whether Fshould:
- restart the level
- advance to the next level
- interact with doors
- return to menu after campaign completion
- Reduced conflicts between door interaction and level completion interaction
- Improved exit detection so the completion prompt is more reliable near the level end
Movement / Collision Fixes
- Fixed the issue where the player would appear to walk in place after spawning
- Improved player collision handling for more stable movement
- Cleaned up how the player is placed at level start
- Improved spawn consistency by better centering the player at level load
- Reduced cases where collision or blocked checks could lock movement unexpectedly
State / Transition Fixes
- Cleaned up several gameplay state resets during level load
- Improved how these states are reset between levels:
- dead state
- won state
- reload state
- pause state
- cutscene state
- exit-ready state
- campaign-complete state
- Fixed transition issues where old state could leak into the next level
- Improved level loading stability so the next corridor no longer hard-locks gameplay
- Reduced freeze-like behavior during map transitions
Startup / Menu Fixes
- Restored the startup tutorial / intro information flow
- Restored the main menu usability
- Fixed the issue where the mouse cursor was not visible on the title/menu screen
- Improved switching between menu cursor mode and gameplay mouse lock
- Restored proper interaction with Play and Level Select
Stability / Logic Cleanup
- Cleaned up several brittle logic checks that depended too heavily on a single flag or message
- Improved overall reliability of runtime message handling
- Reduced state conflicts between gameplay, menu, transition, and completion logic
- Improved the structure of the campaign flow to make future updates easier
- Made the level system feel more robust and less prone to strange edge-case failure.
General Polish
- Improved overall clarity of campaign flow
- Improved game feel during transitions
- Made interaction behavior more understandable and predictable
- Helped the build feel more like a proper multi-level campaign instead of a one-map demo with a locked ending
