Ilamentia Patch Notes — May 12, 2025
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Welcome back phasmic ones. Just a general bits and bobs maintenance update with some new levels to explore, some changes to focus the game into strange puzzler solving rather than actiony platformer segments, as well as the usual level tweaks to make them a bit nicer and more intuitive.
6 new rooms have been added: Chain, Obsess, Silence, Witness, Graveyard, Boast.
The Graveyard room is unusual as it reveals the location of a special place where a bunch of rooms have now been moved to. You can still play these rooms but they are no longer needed to beat the game as I felt they no longer suit the more puzzle/exploration orientated approach updates have been moving towards as they are mostly heavily action/platformer orientated (some that were just not interesting have been removed completely).
The Boast room is also unusual in that it reveals the location of a little score attack challenge room where you must shoot as many phasms as possible without getting hit and comes with an online leaderboard (just thought it was kind of a neat idea).
General changes...
- The game has been updated to the latest version of GameMaker (v2024.13) which might help with compatibility.
- The game's Demo has been updated to use this new release build.
- Pressing Alt-Enter will now switch between Windowed and Fullscreen modes.
- Settings - Display: There's now an option to play in Borderless Window mode.
- Settings - Window Scale: This has now changed to Resolution (so you know exactly what the game resolution will be).
- Settings - Sounds Volume: This has now been split into Master Volume, Music Volume, Effects Volume (for better control).
- Souls now have a faint extra diamond shape around them when they can be shot (so it's easier to tell from afar).
- The various words that randomly show during a room have been removed (tends to just confuse people).
- The word walls for completing an island have been removed (rather pointless and pretentious).
- The end win screen for completing all levels has changed.
- Themes - Island 6: The theme colour is now a soothing icy vibe (the yellow was a bit of an eyesore).
- Themes - Island 8: The floors are now darker with higher contrast and the Souls now have a weird ghosting effect (more visually interesting).
Changes to rooms...
- Many rooms will now auto-restart the room if you fall (instead of just endlessly falling).
- Some rooms will now teleport you back to an appropriate platform if you fall (some rooms previously already did this but it looks like I missed some).
- Realm: If the Phasms reach you then it will now show a Phasm screen effect (so it's clearer what happened).
- Sequence: The room now starts with the first pillar active (to give an extra hint).
- Circuit: When hitting a block it will now flash yellow (to better signify the room's aim).
- Runic: The runes are now larger and there's less of them (they were a bit small to see).
- Vortex: When hitting a Soul the platforms will now spin in the opposite direction (bit of fun).
- Facade: The fake Souls now show the Phasm screen border effect when you're near one. The design mechanic has been condensed into finding a single Soul (so not wasting your time).
- Slide: The slider will now move towards the closest edge your shot hit (instead of in the direction you're facing) and there's now a little arrow to indicate which direction the slider can move (since previously you could just think a slider could only move in two directions unless you moved around the room).
- Slots: The room has been re-arranged a bit (so it's clearer you only need to hit 3 of the 4 slots).
- Glade: You can now shoot which creates a small explosion at the Soul's position (so you have something to do).
- Cling: Some elements of the room design and how the puzzle works have been tweaked (so is more intuitive).
- Order: Touching the right platform but in the wrong order will no longer cause all platforms to fall (was annoying). The speed of falling platforms has been increased by 50% (to keep you on your toes).
- Blind: When triggering a Soul the platforms no longer fall until you reach the middle (platforming on falling small platform was annoying).
- Cycle: Triggering a Soul will now move the Stone icons by +1 instead of -1 (so it's the same as when shooting the Stone). The beginning layout has been changed (so it's easier to see what effect triggering a Soul has).
- View: The bottom platform will now always show but there's now multiple platforms (so part of the puzzle is finding the correct view instead of figuring out you need a view at all).
- Infest: The Phasms now have vertical lasers (so are easier see).
- Planes: The different planes now use more themes (so it's easier to tell them apart). Your jump height has been slightly increased (makes jumping on the spot to scout ahead easier).
- Series: The non-active Souls now don't show a vertical laser (was difficult to see which Soul was currently active).
- Undersway: The first Soul is now one platform closer (so you get to the challenge quicker). Some pillars have been added near the start (to more easily orientate yourself).
- Duality: The speed at which the platforms disappear has been slightly reduced (was a bit finnicky).
- Extrude: The Souls now have a grass platform near them (so you can better see where to go). The beginning dead-end has been removed (just wastes your time).
- Grinder: The Soul blocks will now move in the direction your facing and there's now an arrow on top of them indicating this (so it's clearer what the room mechanic is).
- Pitfall: The Souls must now be shot to activate them (instead of touching them which was fiddly). The end platform now starts visible (instead of invisible so is no longer a gotcha).
- Drift: If you're standing on a platform and press Jump then you get a small extra height boost (otherwise it's easy to think jumping doesn't do anything).).
- Spring: The Souls now have a vertical laser (so are easier to see).
- Aerial: You now just have to move past the Souls to trigger them (instead of having to touch them which was quite finicky).
And bug fixes...
- Some screen shaders were creating odd visual effects around the screen's border.
- Realm/Planes: When falling the teleport effect was taking too long.
- Infest: If you shot just before entering the exit then it would cause a crash.
- Spire: The Soul pillar lights weren't showing if you were far away from them.
- Maze: The base of the Stones weren't displaying correctly.
Enjoy! :]