Added “Always on Top” setting option
Added “Hide Taskbar Icon” setting option
Added “Mirror Effect” setting option
Fixed popup display issue when “Auto-claim Outfits” is disabled
MacOS users may encounter an issue where global key detection stops working after the update.
To fix this, go to System Settings → Privacy & Security → Input Monitoring, remove BitBuddyDemo (make sure to use the “–” button to completely delete the entry), then restart the game and re-grant BitBuddyDemo input monitoring permission when prompted.
Added support for custom Action Result on Result Action Sequence Elements.
Fixed an issue with direction for blobber controls.
Fixed an issue with editing a doodad's position.
Fixed an issue related to doodad selection and closing/reloading projects.
Fixed an issue related to inline editors for Lights and Doodads.

Add it to your library on Steam VR and get ready for the upcoming Open Playtest Events!
The Playtest app is available for a limited time - grab it now and keep it in your library to access all future Playtest phases! Once downloaded and in your library, you'll have instant access to the Exoshock Staging Area, a hub designed to give playtesters a first taste of Exoshock's signature feel, look, and sound - while we gear up for the first Open Alpha SP Playtest Event!
🔫 Shooting Range – test all 8 weapons and experience Exoshock’s core gunplay.
🧪 Utility Sandbox (WIP) – Try out deployable gear and experiment with item interactions as grenades, drones, deployables and more.
🎨 Loadout Customization (WIP) – personalize your gear and weapons and droids.
🔌How to download Exoshock Playtest App:
1️⃣ Go to \[[url="https://discord.gg/QHKzGN4k8S"]https://discord.gg/QHKzGN4k8S[/url]] and follow the steps to get invited.
2️⃣ Download and install the Exoshock Playtest App for Steam VR
3️⃣ Jump into the Staging Arena to test every weapon, tweak your loadout, and experience Exoshock’s core gunplay.
4️⃣ Watch for Official Open Playtest events dates — be ready to deploy when the gates open!
Please help us by wishlisting the game & ensure you are the first to know when the Open Alpha Playtest begins!
Adressing feedback we recieved during Steam Next Fest.
I'll be speaking to you in the capacity of me, Mireneye, responsible for game logic, programming, studio/project lead & creator of the lore of Dynasthir.
I want to preamble this by saying that this is a first game for us. A small studio of two people. And that I don't have the greatest hardware.
1, The game runs badly on recommended specs.
You are probably right. On my limited hardware I pretty much would be happy with it running a locked 40fps. And I modeled the recommended specs after it. I recognize it's not ideal, and people expect a game that looks like a "Ps3 era game" to run at least 60 on modern hardware.
From what I can tell by our profiling, a strong cpu in terms of single core performance will help the most. As it appears to me we are primarily bound by game logic.
We try to simulate a lot of the world and how it moves without the player nearby. We had to give up a lot of that in order to get near good framerate.
Had I known years ago I would have done R&D into this specifically. I naively believed Unreal was going to scale nicely. It did not.
We WILL do our best to optimize. I've been on that train for the last two years; I have a lot to learn & a lot of profiling to do. We will continue to work on & improve performance as we go.
2, Game looks bad/monochrome/has bad filter effects/can't see anything
The world of Dynasthir doesn't have day/night it only has weathers. Dark & light come in that form, in various ways. This has been a challenge for us to design as for various reasons UE4 never matched visuals in editor and in game. I believe I've fixed this issue. And I hope you can see the difference yourself.
We tightened the Ambient Occlusion a bit. We reintroduced a bit of our colors from our desaturated set. We cleared up some fog that pushed up onto the camera. We no longer wash the entire scene towards red. We allow other colors to come through.

3, The game is empty.
We have some ideas we might try to make the start of the game feel more engaging and exciting as you are just starting off on your adventure. One of them is making the town be in a more active crisis. With more combat encounters across the starting town. And while still inhabited, a more hostile environment.
But ultimately there will be moments where you contemplate your journey and slow down. I want to give you the right impression of what we are building. We are building a conversation with a dying world.
Finally. Even after release we will continue to infuse the world with more things. There are things we have dreamed of but not have had time to get into.
I hope that our final polish on things before the release will elevate the experience for all of you. Be patient with us as we use every single shard of time we have to make this game into something special.
I'm very excited to let you guys travel beyond the demo walls. We have a lot of weird & strange secrets waiting for you. Or perhaps, for someone else. I suppose.. you might have to talk to each other?
Perish the thought.
- Mireneye
Butterfly Dream will be exhibited at the Guangzhou Wàn Wù Pò Yuán Souls-like Gamer Gathering.

This fixes more bugs and introduces a lot of QOL features for our upcoming 1.0 release.
- Added a new backlog system that plays voice lines. (Old saves are not compatible)
- Added an option to turn down battle lines or disable them completely
- BP is now visible when swapping between characters
- Removed the delay between selecting characters in the main menu
- Increased guarding HP gain from 2% to 5%
- Increased guarding HP gain from 2% to 5%
- Fixed the selection arrow not disappearing when selecting an ally
- Enemy animations are now affected by battle speed in the options menu
- Fixed characters not saying battle lines upon victory
- Fixed an issue when scrolling between selected characters
- Fixed tiling issues
- Fixed typos
- Updated Aria NPC dialogue
- Slightly changed quest rewards
- Greed's battle music now loops properly
- Updated Wrath's recovery skill
- Updated Chapter 5 enemies' shields, damage, health, skills, and experience drops.

Playtest Update Ver. 71:
Feature Additions:
StockBot is added as v1. He's purchasable in the specials section of the build menu.
He can stock shelves from any cargo containers laying around, and either freely stock shelves or stock shelves that already have products.
We'd love to hear your feedback on him!
Bug Fixes:
Vacuum now counts towards trash cleaned up.
Fuel employee now ends his shift even if out of fuel.
Fuel employee doesn't tend to stick around anymore, regardless.
Trash bot & stock bot can now open doors properly.
Checkout bot should no longer freak out and not serve customers properly.
Crops should save and load correctly.
Employees shouldn't randomly skip days when reloading.
Employees on reload will be in their correct spot/state.
Infinite money bug on blackjack is fixed. Same with the casino.
Teleporter employee shouldn't lock up the queue when he is off shift with a full queue.
Trashbot shouldn't get stuck on shelves anymore.
Customers shouldn't walk thru cargo/standard shelves anymore unless there is no alternative path.
Blackjack players shouldn't play forever, nor should they keep hitting until their cards are exceeding the size of the entire deck...
Fueling employees and the like now count towards end goals / milestones.
Quickstock should be better with multiple shelves in play.
Store walls should no longer have the double layer issue.
Cosmic cranberry spawns the appropriate item and not the box version.
Localization is improved on various items / areas. Let us know if you see anything out of whack!
NPC's no longer display a reversed dialogue towards the player.
Tweaks:
The economy has been rebalanced slightly to encourage larger casinos and the like. The pacing of the game is still artificially increased, but the economy / balance should be more in line with more satisfying progression.
Posters now have a holographic/'glitchy' effect
Deep breath
What's next? All aboard on the debug train! Employees and stockbot complete the majority of the base-level 'automation' portion, although we expect stockbot will be improved and changed as we go.
We want to expand streamer commands, work on balance/pacing, and start to integrate the fabricator / larger teleporter room / larger bunk.

Circuit Thunder® community! We’ve got some exciting news for all our longtime players and new fans jumping into the action.
First, a huge shout-out to our veteran players — you’ve run, jumped, battled, and explored every corner of our 2D platforming universe, and your dedication has kept the Circuit Thunder® spirit alive. You’ve been the heart of every challenge and every victory, and today, we want to say thank you.
At Orboltix®, we're thrilled to announce that Circuit Thunder® is now free to play! That’s right, anyone can now experience the thrill, precision, and fast-paced fun of our 2D platformer without spending a cent. But for those of you who’ve been with us from the start, we’ve got something special just for you.
As a thank-you for your loyalty, all veteran players will receive 3,000 free tokens that are ready to use toward DLC and other exclusive content across the game and its companion apps. To grab your reward, simply open the official Orboltix® app and visit the TROPHIES page — your bonus will be waiting there. Access App: https://www.orboltix.com
And that’s not all! The next few months and onward are packed with new updates, including fresh levels, challenging obstacles, upgraded mechanics, and creative tools that let you play, share, and compete in brand-new ways.
So lace up those virtual boots, tighten your grip on that controller, and get ready to jump back in. The worlds of Circuit Thunder® are brighter, bolder, and more thrilling than ever—and we can’t wait to see you back on the leaderboard.
From all of us at Orboltix® — thank you for being part of the adventure. Keep running, keep jumping, and keep playing. The platform is yours.
