- Update Notes for 6-26-26 - 27 June 2026
Changes: Added option to hide hint prompts in the preferences menu.
- Update Notes for 6-20-26 - 20 June 2026
Changes: New TQE level. It is a bit sparse at the moment, with more puzzles to be added later. Subtle visual redesign for fixed hosts. The new recoil and scale changes can be toggled off in the preferences menu. Ejection boost momentum can now be applied to fixed hosts.
- Update Notes for 1-29-26 - 30 January 2026
Changes: Added option to lock ejection controls to 8 directions. This allows the game to be played with a keyboard only, and is otherwise not recommended. Fixed typo in profile Log for Den. Fixed bug causing solid track hosts to only emit particles when moving upwards. Added conduit system to all Dual subsystems to improve quality of life.
- Update Notes for 1-2-26 - 3 January 2026
Changes: Added new file-management system, allowing for up to 8 regular files as well as 4 special challenge files. Updated title screen menu. Increased weight of font to improve readability. Added new ID mechanic. Collect profile information (with flavor text) throughout the game-world to change your in-game profile. Added speed-run modes (implemented as challenge files). To unlock these, complete the game and then complete a time-trial for any area. Modestly expanded the secret area where a particular secret setting is unlocked, and added a challenge profile which locks the player to that secret setting. Cores now make a small sound when they return to the player. Removed several unnecessary "Missed corrupted conduit" warnings in subsystems Alpha and Beta. Alternate ejection modes now must be unlocked in a specific profile to be used. That is, unlocking an alternate ejection mode in o…
- Update Notes for 12-21-25 - 21 December 2025
Changes: Redesigned Core home modules to represent player progress Added representation of player progress in upper left of pause menu Redesigned target trials. Instead of needing to break every target, you now need to break as many targets as you can within a fixed time limit. Before, some target trials felt long and tedious. As a result, old target trial records will be overwritten with this patch. Data fragment indicator now rotates to match data fragments in levels
- Update Notes for 12-5-25 - 6 December 2025
Changes: Redesigned process for unlocking new hosts to be visually more interesting and (hopefully) a bit easier to understand. Redesigned small parts of several levels to account for the new host unlock system Fixed bug causing some checkpoint activation sounds to be louder than others
- Update Notes for 11-29-25 - 30 November 2025
Visual Updates: Track host sprites redesigned, new sound effect added Slide host sprites redesigned, new sound effect added Blue track tiles adjusted to fit better with new host sprites White tiles redesigned Backgrounds updated for several levels Added "Fewer Particles" option in the Video menu. This reduces the frequency of most particle effects by about half. Adjusted frequency of several particle effects. Gameplay Changes: Blue track hosts now travel faster when ejection boosted. Expanded Control Room Channel level to introduce boost tunneling earlier, without time pressure Made some small changes to the Network Hub to make the intended path clearer. Other Changes: Changed color of inhibit regions from yellow to orange. Fixed bug that caused the sound effect when multiple boost modules are destroyed simultaneously to be louder than intended. "Missed Corrupted Conduit" messages no lo…
- Update Notes for 11-8-25 - 9 November 2025
Changes: Changed several backgrounds to improve visual clarity Added two new backgrounds. Adjusted instrumentation for music in Subsystems Iota and Epsilon. Music and effect volumes now default to 0.5 when opening the game for the first time. Prompt audio queue when starting the game now respects volume settings
- Update Notes for 11-6-25 - 7 November 2025
Changes: Fixed issue where players could sometimes warp out of the access port before clearing all conduits Fixed minor rail tiling issue in Iota's subsystem
- Update Notes for 10-12-25 - 13 October 2025
Changes: Fixed issue where one barrier failed to appear in the dual Link. Numerous quality of life changes for dual levels. Fixed bug which caused security cores to sometimes become stuck after ejecting into an inhibition region. Fixed bug which caused 'Experimental' menu options to be displayed incorrectly.
- Update Notes for 9-21-2025 - 21 September 2025
New Content: Added 8 new highly technical bonus levels. Every Jungnode (with one exception which I'm saving for a later update) now unlocks a gameplay or utility feature. Bug Fixes: Fixed issue where jumper hosts sometimes lost friction.
- Update Notes for 4-19-25 - 19 April 2025
Changes: Redesigned end of tutorial for jumper hosts in order to smooth out difficulty curve Rearranged entrance to the advanced ejection mechanics tutorial so that text is displayed properly
- Update Notes for 3-23-25 - 24 March 2025
New Content: Added 8 new TQE questions. They can be found at the ends of parts 1, 2, 4, and 6. Added new Advanced Ejection Mechanics tutorial teaching about ejection momentum, momentum boosts, and increased ejection inheritance. These mechanics have always been in the game, but previously were not explained anywhere. The tutorial can be accessed from the Link between Gamma's subsystem and Delta's subsystem after completing the main story. Added new "Disregard Timers" assist feature which freezes all timers. Changes: The menu options on the title screen now loop. You can now exit the pause menu by pressing the back button (Default: B on an Xbox controller or Backspace on a keyboard). Increased momentum boost effect for track hosts. Minor optimization of bloom effect during warp transitions. I will do further optimization when I have the time.
- Update Notes for 3-17-25 - 18 March 2025
New Content: Added new question to TQE Part 7. A new TQE Part 8 is in the works, but one question fit Part 7 better so I'm releasing it now! Changes: Added conduits to the Jungnode levels so that you can save your progress and no longer need to complete the entire level in a single sitting. Achievements that you earned in the Demo version should now automatically transfer to the main game. Menu transparency now applies to Gate labels. Bug Fixes: Fixed issue where chains between linked hosts were sometimes drawn twice. Fixed issue where TQE goal nodes would sometimes become set as the active checkpoint. Fixed issue where jumper hosts jumping on top of each other while both moving on autopilot would sometimes behave unexpectedly. Made minor performance improvements to platforming hosts.
- Update Notes for 3-13-25 - 13 March 2025
New Features: Made menu and popup textboxes partially transparent. Menu/popup transparency can be adjusted in the pause menu. Bug Fixes: Fixed bug that sometimes caused crashes when using jumper and slide hosts for keyboard/mouse users. Fixed bug that sometimes caused popup textboxes to disappear instead of leaving the screen smoothly.
- Update Notes for 3-12-25 - 13 March 2025
New Features: Added haptic feedback (vibration) for gamepads. Vibration can be toggled off in the pause menu. Added "Preferences" tab in the pause menu. More options will be added to this tab later. Added chromatic aberration effect on death. This new effect can be toggled off in the pause menu. Added sound effect for when a slide host initiates a new slide. Bug Fixes: Fixed bug where closing the pause menu while simultaneously holding left on an audio slider could cause the game to crash. Fixed bug where listener orientation and position were sometimes behaving in unintended ways, causing certain sound effects to be either louder than intended, or audible from further away than intended. Fixed several tiling errors. Changes: Redesigned the final gambit in Delta's subsystem in order to smooth out difficulty curve. Delta's messengers can now disarm active ports. Changed TQE1C to make it…
- Update Notes for 3-11-25 (Part 2) - 11 March 2025
Changes: Fixed issue where resetting a level while a Core was reactivating and then leaving the level before the data stream reached the end Gate caused further progress to become impossible. Fixed issue where an active slide host would sometimes display the player sprite or autopilot indicator as an arrow in situations where it should display a dot. The welcome screen now only appears when the game is first started, and not when you use the "Exit to Main Menu" feature in the pause menu.
- Update Notes for 3-11-25 - 11 March 2025
Changes: The input system has been completely overhauled in order to improve functionality and accommodate a wider range of gamepads. The game should now automatically switch to input settings appropriate for the device you are using. Controls can still be rebound in the pause menu, as before. This should also fix a number of issues where control instructions sometimes did not match the buttons for the gamepad being used. The new input system manages saving and loading control schemes differently, so if you had a custrom control scheme set up, unfortunately you will need to set it up again. Added shortcuts to Jungnode levels at the start of each subsystem. The shortcut becomes available as soon as you access the Jungnode level for the first time. The start of Beta's Jungnode level has been redesigned in order to better teach a tricky autopilot mechanic. Several tiling errors were fixed.
- Update Notes for 3-7-25 - 8 March 2025
New Content: Added new sound effect for checkpoint activation. Added new scanline visual effect. This can be toggled off or on in the pause menu. Changes: Reactivating the Core at the end of a subsystem now clears any corrupted conduits that you missed while traversing the level. This allows for fun skips in some levels! Data fragments may now be collected at any conduit or checkpoint, rather than only at checkpoints. Checkpoints are now activated when they are touched, regardless of whether you eject into them. One seeker was removed from Gamma's subsystem to help smooth out the difficulty curve. The first "pit" puzzle in Alpha's subsystem was made a bit easier by adjusting red barrier geometry. Also, the segment with chains of red data orbs has been made less precise. Slightly increased the latch radius for jumper and wallclimber hosts. This should make ejections to these hosts a bit…
- Update Notes for 3-4-25 - 5 March 2025
Changes: Added bloom effect to start-of-game warp. Fixed a significant number of tiling issues throughout the game. Reduced brightness of jumper hosts, solid track hosts, and slide hosts in order to improve visual clarity, especially when bloom is active. Added new hint in Epsilon's subsystem.