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Fixed the "Back" button in the command line interface auto-typing "gui" when clicking it while there was a telnet connection open, which did nothing. It now types "quit", which closes the telnet conection and goes back to the local command line interface.
Changed the autocompletion in the command line interface to also work by pressing "Left Ctrl". It was originally "Tab", as it usually is, but that is never detected by default as "Tab" is the "Exit/Close" key preset since I unified the UI controls in a recent update to make them use the same keys for the same actions as much as possible. If you really want to use "Tab" for autocompletion, you'll need to change the key mapping for "Exit (Menu and Interfaces)".
Modified the scene loading code and rebuilt the lighting data for levels 7, 12 and 13 to try fixing a lighting bug that happens only in some computers and only some times.
The last one is a bug I've tried to fix before but seems like it's still happening to some players, as I've seen it in some videos of them playing recent versions of the game (no other mentions or bug reports though, so hopefully it only affects a small number of players). When it occurs, the indirect lighting of a level doesn't load correctly, that's my theory at least, and everything appears much darker and looks kind of weird (sometimes it ends up loading suddenly and sometimes it doesn't at all). From what I can gather from the few videos in which I have seen it, it also seems to happen more (maybe only) in some levels, particularly 12, 13 and, the most common, 7 (often after reloading the level but not always), but that may be just a coincidence as I'm not sure what triggers it and most of the time levels load fine even for those players.
I can't reproduce it in any of my computers, which makes finding the cause and a fix much harder, but I'll keep trying. This time I've reverted some of the changes I made previously, as it looks like they didn't help, made some small tweaks to the way I load the levels and rebaked the lighting data for those levels. Sorry if you are affected by this bug, I'm not sure if it's something I do / can do differently or an engine bug, but I'll keep trying to pinpoint the cause as long as it's still there... hopefully, these new changes will help (sadly, I have no way of knowing as it always works fine everywhere I can test the game).
Fixed the objectives list in level 7 always showing the "remain undetected or collect 2 scrap parts" one as completed.
Updated Unity, the engine I use, to a newer version that fixes a recently discovered vulnerability.
The main feature this update adds is gamepad support. The game can now be played using one and all the controls, prompts, menus and user interfaces in general have been adapted for that type of input device, including the in-game computers, that will show a virtual keyboard as part of their GUI in the command line interface to be able to enter commands.
It's been a bit of work as originally, due to my lack of experience playing with controllers, especially FPS games, and the fact that the in-game computers required being able to type commands, I didn't give it much thought and decided the game would be keyboard and mouse only, so I didn't build things with gamepad in mind. But the last couple of years I've been playing mostly on my Steam Deck so I recently decided to give it a try and implement gamepad support and a custom virtual keyboard and see how it felt... and I'm pretty happy with the results, hope you feel the same (and that I haven't broken anything / added new bugs :)).
I've also included a bunch of new configuration options, some gamepad specific (dead zones, sensitivity curves, buttons mapping...) and others related to accessibility (image brightness and gamma correction, UIs scaling, toggle/hold options for running and aiming, separate audio levels for SFX and UI sounds...).
Hope you like it!
Álvaro
P.S.: I've added custom button prompts for Xbox, Dualshock and Steam Deck controllers but I have only tested the game with an Xbox 360 controller and the Steam Deck, as I don't own a more modern Xbox or Dualshock one and they are too expensive for me to buy just for testing so, although the correct ones should show depending on the type of controller, I haven't been able to test all possibilities with real hardware.
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This page aggregates Steam news feeds, patch notes, and developer announcements for High Entropy: Challenges, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main High Entropy: Challenges statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.