Beam Eye Tracker v2.5.0 Beta now connects directly with compatible games. No Opentrack required. This update has been a long time coming and marks a major step toward making Beam as seamless as possible. It also includes many other improvements youโll discover along the way.
You can join the Beam Eye Tracker Beta by following the instructions here: https://help.steampowered.com/en/faqs/view/276C-85A0-C531-AFA3
Notes:
- Localization is not yet available in this beta. Please try it in English for now.
- For long-term use, we recommend staying on the non-beta version, especially once the new features are officially released.
Please test it out and help us streamline onboarding for all future Beamers with just a few clicks and no extra software.
Questions weโd love your feedback on:
- How do the default settings feel when Beam directly controls the game for the first time?
- Are there any settings or adjustments you think are missing?
- If you still prefer using Beam with Opentrack, were you able to recreate the same experience without much effort?
	Camera shake Improvements
Camera speed optimization
pickup range fix
asset revamps
	Released a small new patch due to some issues that were brought to my attention.
Patch Notes:
-Fixed an issue where pressing F12 would reset the game completely
-Fixed an issue where a certain character's dialogue was cut off.
-Made the screen size toggle option visible on the title screen. (you can press F5 to make the game full screen by the way, I just forgot to tell anyone I guess)
Thanks for playing, and I hope these changes make the experience even better,
Have a great night.
	Fixed issue with default shop items not being considered purchased, which prevented the Maximum Vibe achievement and Everything All At Once achievement from completing for some people. If you have everything unlocked, please open your Vibe Shop to get your achievements.
	
	Added missing consumable/servable items
Fixed errors with consumable/servable items names
	
	This will be the first month where I don't have some musings on game design while learning game design. I've been a bit focused on developing the game. For the last month I've been hard at work to expand the demo with one more stage.ย
The second stage will take players into eastern Siberia. For this I have coded a few new enemies, events and abilities. I am also trying to only allow enemies on each stage that would normally appear in those areas. That means that if you have already played the demo on itch or GX.games, you might be somewhat confused that the mutated Mole for example (who was one of the first enemies before) does not behave as it did before. That is because there are apparently no moles in the rain forest, so I moved those sprites to one of the new enemies of Siberia and replaced the moles with these ants:

Anyway, read the enemy tool tips and you'll be fine.ย
However, you can't play this version of the game yet. I still have some balancing to do and I have to code at least one boss fight for Stage 2. And I'm kinda thin on random events. Right now, on a normal playthrough you would probably start seeing some events more than once, just because the game runs out of them after a while. There is one cool new event that I'm fond of. It's of the rarer sort (it will appear in exactly one question mark tile in stage 1), but if you do find it, you will have a little side mission that you can follow through the rest of the run (or ignore it if it seems too risky). It's tentatively called the 'Quest of the Deathless'.
So I think I'll need at least another month before I can update the itch and GX.games versions of the game. I'll post about it as soon as I upload it, however.
	