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May 13, 2026

Project Arkavite [0.19.1-A], [0.19.2-A] - HotFix & More~

Hi everyone! This is a quick mid-week hotfix to address several issues present in the most recent build. My attempts to correct a problem with player hitboxes resulted in some unintended side effects.

While testing, I encountered several more unrelated issues, which have now been patched out. This update also includes a few minor tweaks and additions. My apologies if you happened to encounter any issues in the last build. Please do let me know if you happen upon any problems, and I’ll seek to resolve them as soon as possible.

Changes [0.19.1-A]

  • Fixed: Issue where falling off the map would not trigger level reload.

  • Fixed: Issue where falling off the map when dead would result in the player cursor being hidden in the death screen. The load transition temporarily obstructs the view of the death screen, so rather than unloading the level, time will now stop.

  • Fixed: Issue where falling into the shop's sell hole would trigger a crash as a result of invalid collision settings triggering player deletion.

  • Fixed: Issue where player could climb merchant interaction collider

  • Fixed: Issues with merchant desk collision and mantling. It is no longer possible to mantle over the merchant desks or desk props.

  • Fixed: Issue where entity widgets (target markers, damage numbers, health bars) could be climbed on when approaching entities from the right height and angle, thus resulting in the appearance of the player seemingly climbing over nothing.

  • Fixed: Issue where rolling boulders would not trigger player damage as a result of player hitbox changes. Boulder damage and ragdolling have been reworked. Boulders will now knockback and ragdoll a player on hit once the boulder is above a certain velocity.

  • Added: Boulder attack SFX.

  • Added: Boulder impact collision SFX.

  • Fixed: Issue where target indicator would not appear above turrets.

  • Fixed: Issue where enemy HP bars were off-center.

  • Fixed: Issue where equipping a spell would destroy currently held guns.

  • Change: Variable damage added to prototype gun.

  • Change: Prototype gun rounds improved collision detection.

  • Added: Prototype gun to shop.

  • Change: Shop/Craft item search will now match based on item category and type as well as display name.

  • Change: Made a few item cost changes. Nothing major. A proper rebalance is coming soon.

  • Fixed: Issue where some items would not be deducted from the inventory upon dropping them. Most notably, metal bars, wheat, and rice. Issue caused by old droppable item categorization being too specific. Now all items marked as droppable can be dropped.

  • Fixed: Issue where BGM playlist kept switching between tracks without playing them through (while on the sky islands level) and kept switching between day and night tracks regardless of the time of day.

  • Fixed: Issue where the BGM (Background Music) playlist would not trigger the next track after the current track had finished, while the game was paused. This issue only appears in built versions of the game and not in the editor. I’ve hastily programmed an alternate playlist system, which does work in built versions of the game.

  • Change: Improved BGM volume balance for new audio.

  • Change: Improved transition between BGM tracks for new audio. Crossfade has been tightened to make the BGM loop better.

  • Fixed: Incorrect BGM titles.

  • Change: Reduced player post-hit i-frames (invulnerability frames) from 1 second to 0.25. This makes enemy attacks feel a little more impactful (especially when the player is being ganged up on), and turrets, which fire a volley of shots in quick succession, function better. Up till now, a lot of attacks would phase through the player.

  • Added: Inventory equipment usage SFX based on item type.

  • Added: Slime attack SFX.

  • Added: DebugHeart item to the shop. This item allows the user to increase their current number of hearts.

  • Added: Prop collision SFX for items.

  • Change: Removed many of the items cluttering the player inventory as they are now easily accessible via the shop. Item quantities have been adjusted.

  • Fixed: Issue where empty bottles would phase through terrain when dropped.

  • Download Arkavite [0.19.1-A]

Changes [0.19.2-A]

  • Fixed: Issue where spawned loot items on the map were not being culled when moving between levels, leading to performance loss.

  • Fixed: Issue where creating Magu race character repeatedly allows you to reach max hearts. Hearts were not reset when creating new characters.

  • Fixed: Issue where starting a new game did not reset currency.

  • Fixed: Issue were some BGM and AMB would cut out if volume settings were lowered to minimum.

  • Fixed: Issue where male player voice did not output any SFX when hurt.

  • Change: Updated player/enemy/combat SFX volume and attenuation. Added attenuation where it was missing and lowered volume where too loud.

  • Change: Audio system C++ conversion and refactor. This upgrade should resolve several outstanding audio issues.

    • Fixed: Issue where BGM doesn't tick while window is unfocused resulting in the next track being delayed or not playing at all.

    • Fixed: Issue when moving between levels BGM does not fade out while the game is paused.

    • Change: Reduced unnecessary dependencies on audio system.

    • Change: Minor UI SFX changes occurred when refactoring the audio system.

  • Download Arkavite [0.19.2-A]

A lot of fixes and some extras. Just one last thing I forgot to mention in the devlog — I haven’t quite gotten around to doing the price rebalance, but I’ll toss that into the next proper update, as I’m sure many quests will be rewarding cash, and in order for rewards to make sense, we need a balanced economy.

That’s all for now. Be sure to let me know your thoughts. Any feedback is greatly appreciated. Until next time~