2026.1.14 v0.9.1 Themed Version Update "Memory"
Eruption 爆发 Patch Notes — January 14, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Intro
Thank you for your patience. This update focuses on memory optimization, combat feel enhancement and level design improvements. The resource loading method has been fully revamped, resulting in significantly lower system requirements.
Updates
Memory~Turn your face to the moon light~
Fully optimized on-demand loading and real-time memory release architecture
Most non-scene art assets are packaged with Addressables to enable precise on-demand loading and automatic release.
Optimized properties of multiple render textures and removed unnecessary features, greatly saving video memory space.
Fixed a resource pool recycling failure in the cave scene that caused rapid memory usage spikes.
Instantly release character prefabs and temporary objects generated during mesh merging optimization.
Optimized the size of numerous shaders and removed useless variants to further reduce memory footprint.
No longer loads all art assets (including weapons, characters and environment textures) into memory at game startup, drastically shortening launch time.
Optimized item equipping and discarding with object pooling to reduce memory garbage generation and stutter risks during gameplay.
Implemented streaming loading for background music to cut down memory usage.
Optimized the data structure and execution efficiency of the UEM system.
Memory and video memory usage have been drastically reduced. Even a 1GB graphics card can easily run all visual effects and anti-aliasing at 1080p.
Updates are now also delivered on-demand, which theoretically reduces overall download size and time for each update.
Agile and Elegant
New dodge mechanics ensure more precise correspondence between actions and displacements.
Increased dodge distance in all directions.
Added a brand-new afterimage effect when dodging to cancel attack wind-up and recovery animations.



When picking up a weapon, if there is still space in the weapon inventory, the current weapon will be automatically stored instead of being dropped on the ground directly.
Further improved the issue of missing attack hit detection.
Revamped basic attack animations for knuckle weapons.
Characters will slightly lower their stance and perform looping combos with powerful left jabs and right uppercuts.


Weapons capable of breaking glass can now smash it directly even if the attack is blocked.
Increased and unified character turning speed during attacks, and enhanced the auto-targeting feature to make attacks less likely to miss.
Added auto-targeting to heavy attacks.
Heavy attacks can now chain into various follow-up actions.
Set default controller layout to the more familiar Souls-like configuration.
Added additional text on the first page of the tutorial to indicate that game controls are customizable.
Level Optimization
Added Templar Gloves in Level 1, allowing players to try more weapon types from the start.
Optimized attack logic of the Boxing Templar in Level 11; it will no longer incorrectly use attacks with insufficient range.
Changed the starting weapon in Level 21 to a flashlight; the broom is now at the player's initial spawn point, and the mop is placed near the Ant Queen.
Fixes
Fixed the floating eyeball issue of the Boxing Templar.
Fixed incorrect kill count statistics for certain units in the Ant Nest level.
Fixed the issue of being unable to obtain key items required to clear the Ant Nest level.
Fixed the crash that occurred when exiting the Ant Nest level midway.
Fixed residual hit detection after the Soldier Ant's attack is interrupted.
Optimized the abdomen bending animation of Soldier Ants and other similar creatures.
Fixed missing HBAO visual effects in the Ant Nest level.
Fixed uneven outline thickness of interactive target objects.
Fixed the issue of certain sound effects not being affected by settings.
Background music in Story Mode is now controlled by settings.
Fixed missing visual effects for Templars standing on scorching ground.
Fixed missing lore text for interactive objects in Multiplayer Mode and Endless Nightmare.
Fixed an error in the automatic migration and upgrade of settings from previous versions.
Fixed missing footstep animations when the Insect King Boss immediately stands up and retreats after being knocked down.
Fixed the outline showing issue when the Insect King Boss's wings are folded and overlapping with other translucent effects.
Fixed the crash that occurs when players are killed by direct damage from projectiles such as Magma balls.
Fixed the crash that may occur when using the Tianya life draining Templar.
Fixed the issue of excessively fast movement speed of Templars in Nightmare Mode.
Fixed the jarring impact of Templars on environmental reflections in Nightmare Mode.
Fixed the crash that occurs when Souls roll the War Cry skill in Nightmare Mode.
Fixed the missing kick effect of Souls.
Fixed the crash caused by switching to an empty weapon slot after discarding glove weapons.
P.S
The brand-new boss Ice Wolf is already in development. Meanwhile, the game's program framework has been expanded, and we are working on mod support interfaces for external maps. Burst will soon undergo a true transformation—stay tuned!
