- Beta 13.4 - 4 July 2026
Dev notes I seldom get to do something long enough to let it become easy, as I tend to move on to new things quickly where I'm back to learning again, but this latest batch of updates was relatively stressfree to make. It felt really good to see how far I've come in this space and made me motivated to continue to learn by starting my own practice project in Unity. The game feels more and more complete by the day, to the point that I'd happily let my friends and family play it with the knowledge that I had a part in it. -Voduke -Rebalanced several gene mods' rarities -Added the new version of Cybernetic enemies with pulse cannon ability to the spawn pools of Breakout and Arcade Mode -Polished multiple trials' descriptions for player clarity and balance -Rebalanced all rooms in breakout mode -Made balance tweaks to the Brawler
- Beta 13.3.7 - 30 June 2026
-Fixed event which moved the player to a random room -Updated blood effect -Updated the update log and made it controller compatible
- Beta 13.3.6 - 29 June 2026
-Added more sound effects: enemy reloading, tentacle attack, laser beam, damage aura attack -Character select menu re-sorted so that the more difficult to unlock characters are later in the list -Added overworld map node hover animation -Added overworld movement sound effects -Added lines that show where guard tokens will move next turn when hovering over relevant nodes -Fixed incorrect back arm bend direction when using snake style and picking up a weapon -Miniboss cyborgs given a mini-version of the cyborg arm cannon -Leapers given a mini-version of the mutant boss tentacle attack -Added blood splatter particle effect, and a setting to toggle it -Fixed some enemies having incorrect cosmetics
- Beta 13.3.5 - 27 June 2026
-Fixed gamepad character/style select navigation -Brawler adjustment buffs: leg power 0.9x -> 1.3x, speed 0.85x -> 1x -Brawler adjustment nerf: arm power 1.6x -> 1.4x -Arcade mode enemy spawn adjustments to be more dynamic -You only need to fill the fear meter to rout enemies, not kill someone after the meter is filled -Staff finisher damage buffed from 100 -> 130 -Knife finisher damage buffed from 140 -> 150
- Beta 13.3.4 - 27 June 2026
Beta 13.3.4 -Should have fixed UI scaling issues on Mac -Fixed more random events -Buffed combat stim damage resistance from 25% to 50% -Buffed berserker to no longer take increased damage and duration from 7s to 10s
- Beta 13.3.3 - Gamepad focused fixes - 26 June 2026
Gamepad -Fixed navigation getting stuck on continue/reroll buttons in breakout mode -Updated map pointer sprite for gamepad navigation -Fixed scroll view not following the focused element in character page, settings page, and cosmetic select page -Fixed most UI navigational issues on most pages, including scroll and directional navigation -The east button (XBox B, playstation circle) will try to move you back a step in the UI before going back to the main menu home page -Fixed it so the input controls do not use items while inside the pause menu Gameplay adjustments -Explosion effect given new animation -Impact Combustion range increased from 2/2 to 3/5 -Enemies outside the level border will more quickly move into the map -Made stagger animation marginally shorter across the board by merging the "stagger recovery" into the "stagger" instead of having them be separated, making it so that…
- Beta 13.3.2 - 24 June 2026
Beta 13.3.2 -Updated particle effects for berserker and combat stim to be more distinct -Cosmetics are now sorted alphabetically -Made the room size in the first two levels of Arena mode significantly smaller -Weapon pickup text disabled while player is stunned -Stance indicator now moves with the player while stunned instead of zooming to the player after the stun is over -Stance indicator now glows red when stunned/staggered to indicate inability to begin moves, and follows the player's ragdoll -Fixed physics based cosmetics previews not appearing in the cosmetics selection page -Fixed knife rotational orientation for present enemies becoming desynced after a stun -Fixed being unable to get up after flipping into a wall and falling over with changquan -Fixed not clearing queued random events upon starting a new game -Fixed weapon durabilty/ammo not always properly updating as soon as…
- Beta 13.3.1 - 24 June 2026
Beta 13.3.1 -Auto shotgun ammo reduced from 20 -> 12 -Arcade mode upgrade progression speed increased -Slightly increased knife finisher hitbox size -Changquan and taekwondo unlock difficulty requirement lowered from Insane to Hard -Normal mode health scaling reduced from 4x to 3x, damage scaling reduced from 2x to 1.5x -Hard mode damage scaling reduced from 1.33x to 1.25x -Taekwondo first move cost adjusted from 1.25x energy cost -> extra energy cost of 10% of max energy only if using a kick -Fixed knife finisher not using any durability -Fixed fighters sometimes standing at the wrong Y level after landing from a jump
- Beta 13.3 - Improved New Player Experience - 22 June 2026
Beta 13.3 - Improved New Player Experience Developer commentary Practically every single system was looked at with the intent to improve how we onboard a new player to the game. Gameplay -Improved tutorial to show each mechanic one at a time in a more logical progression -Arcade mode first two levels spawn enemies specifically to teach the player basic controls mechanics Removed "bleeding edge" difficulty, replaced with new values: -Cutting edge (Normal): 4x health, 2x damage, this is the same as the original easy mode -Experimental (Hard): 2x health, 1.3x damage, this is slightly easier than old hard mode but harder than old normal mode -Standard (Insane): 1x health, 1x damage, this is the same as the original insane mode -Gave taekwondo a drawback: if the passive buff isn't active, your next attack takes 1.25x the regular energy cost. -Kyokushin given drawback: cannot animation cancel…
- Beta 13.2.2 - 15 June 2026
Beta 13.2.2 -Arena/arcade mode -Arcade mode renamed to Arena mode -Breakout mode is locked behind beating level 25 in Arena mode -Getting secrets from Arena mode (every 10 levels) now gives a notification -Stance indicator -Increased size of stance indicator -Move icons now animate when a move changes -Move icons now accurately shows what action you will take when pressing attack1, attack2 (while blocking, it becomes parry, finisher) -Created toggle for being above/below fighter, defaulting to above -Now more smoothly follows the player -Improved punch finisher animation -Fix to ragdoll recovery when using non-clairvoyant (this is straight up sisyphean) -Fixed volatile feedback loop resetting if you are hit while you still have laminar dermal plating -Fixed notification not having an exclamation point by default
- Beta 13.2.1 - 14 June 2026
Beta 13.2.1 -Added input icons next to attack 1 and attack 2 -Further improvement to the ragdoll recovery code -Fixed bug with outlines turned on for new knife animations -Fixed bug where you would automatically use items when playing with gamepad -Fixed multiple achievement unlock requirements -Fixed multiple UI issues when playing on resolutions wider than 16x9 -Fixed getting stuck at the wrong angle if the level ends mid-aerial -Updated sandbox button names to be more accurate -Added "remove gene mods" button in sandbox mode
- Beta 13.2 - 12 June 2026
Beta 13.2 - Knife finisher -Added low stance knife finisher attack -Modified knife heavy attack animation -Fixed text scaling being too large on computers with screen scaling above 100% (commonly a default setting for laptops) -Fixed bug where enemies would sometimes be in slightly differnt poses than their future versions -Fixed physics based cosmetics interacting with world physics incorrectly -Fixed issue where players or enemies could die after reaching the victory condition of a trial challenge, sometimes resulting in challenge failure
- Beta 13.1 - 11 June 2026
Beta 13.1 -Added staff finisher attack -Fixed player being put below ground if the level ends at the higher end of the jump -Health bar movement is smoothened -Majorly improved the jankiness of the animation for getting up from ragdoll -Fixed allies sometimes preventing the level from ending -Fixed dead allies sometimes not despawning
- Beta 13 - Final touches part 2 - 4 June 2026
Beta 13 - Final touches part 2 Combat -Most attacks have their default animation speed increased by about 20% -Downpunch hitboxes are slightly above the ground instead of literally at y=0 -Staff energy costs buffed by 5 energy each -Made shotgun pellet spread center more accurately (the spread is not tightened though) -Max balance now dynamically scales with how high your leg lifts -Balance regen doubled when standing still -Increased fighter ragdoll friction Gene mods -Gene mods have been reduced from 3 levels to just 2, that being "basic" and "evolved", which are about as powerful as level 2 and 3 gene mods, respectively. -Gene mods cost 50 more clarity per tier to compensate for the increased power. -Synaptic overclock: evolved version nerfed from 50% to 66% time slow motion Arcade mode -Enemy spawn pattern revamp -Now gives the player 1 morphine per level instead of the flat 50% hea…
- Visual Rework - Beta 12.2 - 16 May 2026
Beta 12.2 - Visual rework + small content update Gameplay -Parry input now cancels any non-airborne attack and immediately starts a parry, allowing you more defensive control -Allies persist throughout levels -New trial challenges focused on each martial art -Added new "clone bay" level -Increased ragdoll velocity slightly -Removed -1000 clarity minimum limit -Adjusted jump kick hitbox angle -Enemies killing each other will give clarity, from domination -Removed "eyes" from characters to complete the silhouette style Visual/UI -Reworked every background for lighting and foreground graphics -Updated most UI to scale better at resolutions further from 1920x1080 -Updated all map token artwork -Updated artwork for more gene mods -Added "complexity" to each style to better guide new players -Style select page styles now sorted by complexity of style -Energy numbers disabled by default Bugfix…
- Beta 12.1 - Character unlock re-do - 24 April 2026
Beta 12.1 - Character unlock re-do Gameplay adjustments -Characters are now bought instead of unlocked with arbitrary milestones -Routing enemies in overworld now gives clarity based on your character's domination value -If all enemies are dead on screen in breakout mode, immediately spawns next group of enemies so it doesnt make you wait a really long time -Overworld tokens show up as unknown tokens until they are either sensed or the player is on their node -When entering a new room, the player reveals the connected rooms regardless of sense range -Sentinel guards are more likely to spawn on "choke point" nodes Aesthetics -Updated overworld icons for all rooms to be monochromatic -Updated descriptions for venom glands and sonic strikes to be less confusing -Fixed nerve agent visual effect to not have its orientation rotated locally -Updated more gene mod icon art -Updated all breakout…
- Beta 12: Final touches - 22 April 2026
Beta 12 - Final touches New Content -Added new trials: Abomination and Abomination Apocalypse, fighting style focused trials -"Amateur" fighting style replaced with "Krav Maga", which gets bonuses to weapon usage and finisher attacks. -New gene mods -Rapid Tissue Repair: heal every fight -Kinetic Pulse: every x seconds, your next strike has a second hitbox. -Nerve Agent Glands: reduce enemy movement speed and energy regeneration. -Urticating Hairs: enemies consistently take a small amount of damage by being close to you. -Opportunist Hardwire: deal bonus damage hitting opponents from behind. -Metallurgic Osmosis: Heal after breaking a weapon. -Rotational TVC: Turn around faster -Motorized Core: Move your head faster -Torsion Springs: After turning around, deal bonus damage on your next hit. -Added overworld background animation in breakout mode Gameplay Adjustments -Mouse control moveme…
- Beta 11: Extra shiny polish update - 13 March 2026
Developer commentary: We are genuinely at the point where I think Clairvoyance could reasonably be released as a 1.0, if only for a handful of static art assets. This update is focused on improving the new player experience. We had a lot of brand new players play and record their experience so we can watch what they did naturally, all the way to the nuances of mouse movement. This small sample size of close analysis was incredibly useful for sussing out which parts of the game were truly problem areas for new players and which were fine to keep as is, as it was not important for new players to fully engage in some systems yet (for example, creating custom move maps for their martial style). In the coming months, 1.0 will likely be either the next major update or the one after. I expect updates to become smaller and smaller as we prepare to bring this game to its conclusion and start our…
- Beta 10.0.1 - 20 February 2026
Beta 10.0.1 -Laminar dermal plates now displays over enemy health bars -Moves with multiple attacks now count each attack as being distinct from each other (so you can get clarity from expression with them) -Added movement control setting to always face the direction you move, unless you hold the face direction button to strafe -Fixed final room not being revealed after beating a security room in sector 3 -Adjusted Steam achievemnts "Enlightenment" and "Death Touch" to be more in line with current game balancing
- Beta 10 - Story mode total overhaul - 19 February 2026
Beta 10 - Massive story mode overhauls Developer commentary: This is the biggest update ever to story mode so far. For the first time ever, I actually enjoy playing story mode more than arcade mode. Ever since Alpha 1.10, story mode felt like I was slapping half-baked roguelike elements on to the combat system instead of them complementing each other, for the sake of having roguelike elements. This may be the very first update where I'm excited for someone to try playing story mode, like it's something I actually want to show off. The magnitude of programming, playtesting, iterating, and caffeine consumption over the past weeks has been some of the most I've ever done in my life. Even though I'm no longer the person creating most of the actual content in this team anymore, it's still up to me to create, maintain, and upgrade all the tools and systems for these new and upcoming features,…