QANGA Patch Notes — February 27, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Greetings, Cyborgs.
A major new update has been deployed to QANGA. This version introduces significant structural changes, including a complete combat overhaul, the introduction of procedural questing, and critical stability improvements for dedicated servers.

🚀 Highlights
Procedural Quest System \
We are introducing the first iteration of our dynamic quest engine. This system currently supports 5 mission archetypes: Extermination, Infiltration, Mining, Investigation, and Defense. These quests are generated dynamically at points of interest with auto-calculated rewards based on difficulty. This is a work-in-progress "crash-test" phase, and your feedback on pacing and rewards is essential for our next steps.
Combat Overhaul & Ready Stance
Tactical engagement has been completely re-engineered. All weapons now feature a Ready Stance, allowing for hip-fire without the need to aim down sights (ADS). This is accompanied by a new one-handed grip for pistols and a suite of smoother transitions between relaxed and combat poses. We have also eliminated first-person weapon drift, ensuring your sights stay perfectly locked to your camera.
Refactored New Player Experience
The beginning of your journey has been entirely remade to be more fluid and informative. This new introductory thread takes approximately 45 to 60 minutes to complete and ensures every Cyborg is combat-ready. By following this new narrative path, you will natively unlock both a ground vehicle and a flight vehicle to aid your exploration of the solar system.
Dubs and Translations
To enhance immersion within the universe, we are beginning to add English dubs. We want to be fully transparent: currently, these dubs are generated via AI. This is not intended to be a permanent solution. In the future, voice acting will be performed by real actors (we have already established a first contact with the actor who is set to voice Tona in the game). However, for the time being, the AI solution remains a very practical option for a studio with a relatively limited budget like ours.
Additionally, we are launching the first phase of our new translation system, making NPC dialogues available in French. Dialogue audio is now fully spatialized, allowing you to naturally locate speakers within the environment.

🎮 Gameplay Improvements
Weapon Stances: Added the "Ready" hip-fire stance. Releasing fire returns the weapon to a relaxed pose. Sprinting is disabled while in this stance.
Pistol Mechanics: Pistols now have a proper one-handed grip, unique relaxed poses, and smooth reload blending.
ADS Precision: Fixed weapon position lag in first-person; weapons are now perfectly locked to the camera with zero drift.
Sight Alignment: Fixed an issue where switching weapons in first-person didn't update the sight alignment across different models.
Pointing System: Reworked pointing finger logic; the character now points accurately based on orientation in both 1st and 3rd person.
Turn-In-Place: Now works correctly while in Ready, ADS, or Pointing stances.
Jetpack Tuning: Reduced overall jetpack power (Phase 1). Fixed issues where movement inputs or crouch states would get stuck after landing.
Tactical Limits: Leaning (Q/E) is no longer available while a weapon is drawn.
Vehicle Damage: Reduced vehicle collision damage by 50% and fixed cases where collisions dealt no damage.
Legal System: Mining resources (Copper, etc.) no longer triggers a "Wanted" level or turret aggression.
Equipment Slots: The dedicated Multitool slot has been removed; the Multitool now fits into small weapon slots (Slots 3/4).

🌎 World & Level Design
Guardian System: New location-based objective logic. If you leave a quest area, the marker guides you back, and completing the task validates all associated progress at once.
Objective Variety: Added specific mining objectives (ore tracking) and timer-based survival objectives.
Interactive Environments: Previously static objects in quest zones can now become interactable if a mission requires them.
Loot & Variants: Added the "Rusty Orizaune" quest-variant and associated assets.
Quest Persistence: Updated all main quests with reworked logic, dialogues, and updated coordinates.
Detailed death cause descriptions: The death screen now shows how much time you survived, how many enemies you killed and what killed you and how (AI, collision, suicide, unknown, etc.).

⚡ Optimizations & Performance
WorldScape Rendering: Moved heavy vertex processing off the rendering thread, significantly reducing frame hitches during planet-to-space transitions and planetary travel.
Foliage System: Optimized collision checks for vegetation and improved parallel processing for procedural foliage generation.
Settings Persistence: Fixed DLSS, Frame Generation, and Upscaler settings not saving correctly between sessions.
Upscaling Fix: Fixed DLSS appearing pixelated after switching between different upscaler modes (TSR/Off/DLSS).
Input Precision: Mouse sensitivity is now consistent regardless of FOV. Slider precision has been increased to 4 decimal places.
Dedicated Servers
Fixed an issue where the dedicated server could become completely frozen and unresponsive to all connected players.
This could happen when traveling through certain areas of the world where background systems attempted to load missing data resulting in players getting kicked randomly.

🛠 Bug Fixes
Stability: Fixed crashes related to game startup, input system conflicts during UI interaction, and weapon animation initialization.
Multiplayer Sync: * Major fix for Elevators on dedicated servers: resolved desynced doors, unresponsive call buttons, and incorrect floor spawning.
Fixed location-based objectives not completing on servers due to client-side only checks.
Fixed quest notifications not appearing on dedicated servers.
Quest Logic: Fixed failed objectives reactivating after a save/load and ghost markers lingering on completed tasks.
UI & HUD:
Fixed the death screen sometimes failing to appear when dying inside a vehicle.
Corrected the inverted Camera Bobbing slider.
Improved quest marker behavior at screen edges to prevent snapping/jumping.
Movement: Fixed the "Unstuck" system getting trapped in an infinite loop.

This update improves overall stability and prepares the infrastructure for our upcoming procedural content expansion. We look forward to seeing how you utilize the new tactical stances in the field.
As usual, join us on Discord to share with us your feedback!