Update 2.1 Changelog
Update 2.1 mainly focuses on improving the game’s responsiveness.
After the first wave of playtests, before turning our attention to refining the Reactive Recoil weapon system and adding new content, we carefully reviewed player feedback and adjusted our development priorities. We wanted the game to feel better going into future updates and gradually take shape as the tactical shooter.
With that in mind, we have refined character behavior, added leaning, improved the Hangar map, introduced new visual and sound effects, and fixed a number of minor bugs.

Detailed Changelog
Highlights
Leaning
Leaning was one of the most common requests from players after the first playtest. Being able to peek around corners or cover would already add considerable tactical depth to the game, without having to wait for the full tactical movement system.
We raised the priority of this mechanic and have added standing leans in Update 2.1. Crouched leaning will follow in future updates.
We also paid attention to shoulder switching. In Entropos, bullets travel directly from the weapon’s barrel, so holding the weapon on the right shoulder gives players a significant advantage when peeking out from the right side of cover. Leaning, which extends the weapon further to the side, increases that advantage. Compared with a player peeking from the left, a player peeking from the right exposes much less of the body and can begin firing much sooner.
To compensate for this asymmetry, your character automatically switches the weapon to the left shoulder when leaning left. This allows players to use cover and clear rooms equally effectively from either side, making firefights both more balanced and more realistic.
Characters, “dwarves” and Hitboxes
We continue to work on the character animation system. We are still laying the groundwork for a deeper tactical movement system, so many animations are at an early stage or are simply placeholders. They will be refined in the future, including through the use of motion capture.
In the meantime, we have fixed several technical issues related to the animation system that directly affected gameplay:
Fixed an issue that caused characters to shrink in height and become “dwarves”;
Adjusted character hitboxes when standing and crouching;
Fixed an invisible collision that remained after death. It could previously obstruct movement and block shots even after the body had disappeared.
Content
Hangar Map
We have refined the side building and parts of the map’s central area to make firefights more intense and engaging.
In addition, some large blockout cubes have been replaced with models of furniture, equipment, and other objects. Future updates will continue to fill the maps with detail and finally bring some color to them.
Character Models
We have refined the character models, fixed parts of bodies clipping through clothing, and adjusted the material properties of equipment.
We have slightly adjusted Recker’s physique to make him look less thin.
Miscellaneous
Interface
The initial spawn point is now selected automatically. You no longer need to manually select what is currently the only available spawn point.
You can now spawn by pressing the Space bar, without having to click the “Deploy” button with your mouse.
Camera Shake
We have adjusted aim punch — the effect that makes your character’s camera and arms flinch when taking damage.
We have also further reduced camera shake during movement to prevent the motion sickness some players experienced.
Character Death
We have refined the first-person view of death. Your character will no longer fall with the weapon rigidly fixed in their hands.
Effects
Added visual and sound effects for shell casing ejection when firing.
Added bullet impact sounds for objects and bodies.
Refined bullet impact decals on objects and corrected their size.
Made the damage effect clearer: the more damage your character takes, the redder the screen becomes. When severely wounded, the screen begins to pulse.
Main Menu Background Video
Fixed playback of the main menu background video. It should now play correctly on a wide range of PC configurations and scale to any screen resolution without distorting its aspect ratio.
