This hotfix directly addresses issues reported in the recent 1.1.0 release, along with a few additional fixes discovered after launch.
Ranking Screen
Fixed an issue where the SS Rank would not display correctly.
Fixed ranking screen not properly displaying when playing in Modern Mode.
Added a new stat: Total Enemies Killed now displays at the end of the game.
Modern Mode
Fixed an issue where entering the Diner area would briefly invert character controls.
Inventory & Equipment
Fixed a bug where the Shotgun, Glock 19, and Kitchen Knife would not correctly remove from Kris when transferring to/from the storage container.
Achievements
Updated the image for Achievement 5.
Fixed an issue preventing Achievement 7 from triggering properly.

Hello everyone :)
I’m happy to announce that the Kubeon demo is now live. The first two levels of the game are playable (the yellow and the green). I hope you enjoy discovering the game's atmosphere. If the visual effects are too intense, you can disable them in the settings.
Are you ready to try it out? The goal is simple: survive.
I hope you enjoy this playable demo while waiting for the final game release.

Remember, this is a demo of a game still in development. That means you might encounter a few bugs (hopefully as few as possible).
Feel free to share your feedback and stay updated on TikTok, X, Instagram, or Discord.
See you soon for the next steps <3
It’s alive! The first playable version of the Beta Playtest is now available — play it right now!
Join the Beta Playtest and be among the first to experience the game while we shape its future together.
For now, the Beta Playtest is available in ENGLISH only.
The first half of the Rivals II Championship Series has been a wild ride so far - featuring record breaking events and players coming together from across the FGC to make their mark. With our Summer Split wrapping up with Riptide 2025 in North America, and Ultimate Fighting Arena 2025 in Europe both in just a couple weeks - it’s time to reveal what’s next.

The race is ON for both regions as our second half of the season and finale approach over the next several months. We are SO excited to see what the rest of the year brings, so let’s dive into what we have in store.
Players are jockeying for position with each event shaking up the leaderboard. There’s a lot here so feel free to check out our R2CS landing page here to find registration info and results for all of these R2CS events as registration goes live. The table below includes a preview of our upcoming online events (reg to be posted soon), along with offline events you can register for now:
Event
Date
Region
September Saturday Online
September (Date TBA)
Online
October Online
October (Date TBA)
Online
Heat Wave 8 (Registration TBA)
November, 14-16, 2025
Phoenix, AZ
November Saturday Online
November (Date TBA)
Online
December Online
December (Date TBA)
Online
Event TBA
January 2026
TBA
Check out the new events joining the EU R2CS, and check out our R2CS landing page here to find registration info and results for all of these brackets as registration goes live. The table below includes a preview of our upcoming online events (reg to be posted soon), along with offline events you can register for now:
Event
Date
Region
September Online R2CS (Registration TBA)
September 20, 2025
Online
November Online R2CS (Registration TBA)
Date TBA
Online
The original Rivals of Aether had a robust power rankings system with an 8 year track record, and we've been getting many questions about how power rankings will work in Rivals 2. Since we loved highlighting the players and their achievements this way, the R2CS power ranking structure will look familiar to previous circuit years.
After our Finals event, rankings for the North American region will be determined via a hand selected panel that will painstakingly comb through data accrued throughout the season. Our ranking system is typically in a Top 50 format for North America, but this could expand depending on total players over the course of this inaugural season.
In past seasons from our previous title, community events have been considered for rankings. Considering we are in our first season, we wanted to keep things simple for the R2CS rollout, so up until now, only official circuit events have contributed to rankings. Since we’ve found our footing and knowing that there are some fantastic events out there, we are opening up the rankings to more events. These events will not be official R2CS events, so they will not receive Pot Bonuses, custom palettes, etc, but they will be recognized for their individual strengths in their own tier below the weight of official circuit events.
We’re excited to announce that the first non-circuit event counting for end of season rankings will be Hitfall 4! This event series has shown strong commitment to the Rivals community over the years and consistently brings out some of the best talent for both Rivals of Aether titles.
We don’t have any more events to include on this list YET, but we’re interested in what the community is backing. If you think your event is a good fit for the end of season power rankings, please reach out! We will be accepting events on a case by case basis, considering elements such as lead-up time, size of event, out of region talent attending, and more.
Now, with this and our circuit considerations in mind, players in North America will be expected to enter a minimum number of events to be considered for power rankings in order to determine accurate data.
The NA R2CS power ranking requirements and event weight are as follows:
A minimum of three (3) total Official R2CS events, with two (2) of them consisting of LAN tournaments.
The R2CS Finals and EVO 2025 will carry the highest weight.
Other LAN events will be considered in the next group, with potential order within this tier being determined based on entrant count and overall strength.
Online events will be considered with the lowest weight overall, with entrant count and strength potentially ordering them within this tier.
The EU community has historically determined their own requirements and ranking system, so stay tuned for more information on this region's ranking. Until then, we recommend EU players attend what they can in order to cultivate an exciting first season!
North American and European events can all be found on the R2CS landing page here, so be sure to sign up and let's finish out an amazing year!
Old version save data should still be compatible with this build. Please report any remaining issues with saving and loading data on the Steam Community, or with the in-game bug report form link.
Added a "Recent Dialogue" window to the pause menu, which shows the latest non-VN dialogue that has printed to the screen. Use this to read any in-battle or exploration mode dialogue that may have faded out too quickly. Currently, however, it only shows the single most recent dialogue event. This will likely be improved in the future.
When switching characters near obstacles, the player character is now adjusted to a nearby open area if there is any available. This won't fix every situation where switching from a smaller to larger character will get you stuck, but it should fix most. The full game will have "rescue points" set up to handle the situation where an appropriate adjustment cannot be found.
Updated Unreal engine version from UE 5.3.2 to UE 5.6.1. This version is expected to have significantly faster rendering for some CPUs, and contains many engine-level bugfixes and performance enhancements. We've tested the build, but if there's any new issues that we didn't catch, please report them.
Fixed issue where VN dialogue was automatically advancing without player input
Poacher Radio Operators now turn to face the location where they think their most threatening target was when they use the radio. This makes the Ventriloquism ability more effective on them.
Increased interaction range for throwable objects
Fixed GPU-related crash on startup for AMD RX500-series GPUs. (Let us know if it still has problems!)
Make a certain sign in a certain level have higher contrast, to better show off a very good joke
VN events can no longer be advanced by player inputs while the log screen is visible
Fixed an issue where autoplay would skip cutscenes
Fixed mouse sensitivity and some other option settings not applying upon level load
Fixed multiple objectives not checking when completed
Fixed a bug whereupon opening the Options menu on the main screen might have caused the Play Story Demo button to instead start Quick Battle
Turboskip now requires a hold input (even when pressing the on-screen button)
Adjusted the autoplay pause time before advancing.
Fixed an issue where autoplay wouldn't advance after cutscenes.
Fixed various crashes upon loading into some autosave points. Save data is expected to be intact still, so old saves that had this issue should now work.
Reduced foliage shimmering
Reduced foliage shadow noise greatly
Greatly increased the allotted reading time for many non-VN dialogues.
Fixed an issue preventing individual scene viewings from being recorded, therefore preventing some conditional dialogue from playing.
Affected scenes include:
The broken mascot interaction. A variant of the VN will play if Daisy has seen the mascot before (If the mascot event is viewed after the update.)
The event where the perfect campsite is found. Sawyer now acknowledges that you've been to that campsite before if you stopped by earlier.
The security camera blocking cutscene. A shorter variation will play in subsequent encounters with security cameras.
Removed an FX layer off a Daisy expression that would often clip off the top of the screen. Daisy is tall!
Various typo fixes. Made some Shade lines more in-character.
Various small level geometry optimizations
Some save games have unintuitive location names. We're in the process of reworking the system that these names are derived from.
After Sawyer leaps into the scene during her tutorial introduction, she freezes completely still for the rest of the cutscene. This will be fixed in the next update! Probably. For now, just pretend she's petrified from stage fright.
In some cases the "spotted" visual effect will continually retrigger on subsequent turns, even on characters that are clearly hidden. This is only a visual issue and the hidden character is not actually being spotted. We're working on diagnosing this one.
Breakable barriers still can't be targeted directly with thrown objects, and can't be jumped over. This will require some reworking of how breakables work to fix cleanly, so it'll likely be fixed in next patch.
Shade's animation for diving into water snaps her in a strange way. Still figuring this one out! Motion warping is being strange.
One of the consistent things we've heard from players about the demo is that combat was too easy! This was partially intentional, as we didn't want combat to keep any players from completing the story. However, it left many players wanting more. We want to use the demo as a testing ground to make sure our battle system is refined enough to make the full game a ton of fun.
So, we have a future update planned that will add some new battles into the Quick Battle Mode! We want to show a more refined version of the battle combat we have in mind, with enough depth to it to match what we want in the full game. Our goal is to make these battles will be more "realistic" to the final product, and should represent an average, mid-game battle an experienced player might face.
We'll also use them as a test bed for gameplay iteration! We have plenty of ideas for new abilities, enemies, etc. We also have heard plenty of feedback about UI design and control usability, especially in regards to moving those dinosaurs around complex terrain. We're going to give these issues plenty of attention as well.
In the future, expect more enemy types, better, more competent AI, and a higher difficulty for players more used to tactical games. These battles will be entirely standalone and separate from the story demo; They might have a few lines of dialogue, but won't have any major story components.
When we have more details, we'll announce them here.
Dialogue noises!
Refined sound effects
Rework of the Radio, Ventriloquism and Social Call mechanics
UI Rework! The main menu and pause menu need visual improvements, and the battle UI can be much improved.
Controls enhancements
Explore mode dialogue: characters will have small comments and conversations when you walk near them in the world.
Model improvements: animations, blinking, etc.
More fixes and improvements! Still a few stray crashes and bugs, as well as our known issues.
To be announced! We're working on some very exciting things we can't talk about yet!
Character profile social media posts! Official confirmation of each dino's species (you would not believe how many people have been asking for that, my gosh. We see you, dino nerds!)
Are you a publisher that wants to collaborate with us? Send us an email at contact@ossifrage.games! We've been approached by a few already, but talks are still ongoing!
To close us out this time have a screenshot: This VN event featuring a very sad Daisy was prevented from playing by a bug (which has now been fixed.) See if you can find it in the new build! Thanks for following! Stay tuned for more updates!
