Post news RSS Dead Moon -Revenge on Phobos- 2018: Previous Updates

This list provides an overview of the previous Update Rounds (New mechanics, bug fixes, improvements etc.). It shows the development and new features of the Early Access version. The list can be used by players to discover new features.

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Dead Moon -Revenge on Phobos- is already available on Steam and Oculus Store as Early Access.


  • New 3D models
  • New textures
  • Higher dynamic through Volumetric Light
  • New texture variations
  • And of course more blood!


  • Fixed a problem with the light calculation in some maps
  • Some collision queries for 3D objects have been improved
  • Fixed a problem where the player could get stuck in the tutorial map
  • Fixed a problem where opponents could not pass a door in one map
  • Fixed a problem with texture overlays
  • Fixed a problem with the gravitation of destructible walls

- New trashy Stickney 2 design elements
- More ammo on difficult hard
- Loading/Screen information

- Small Medikits 25 could partially charge 75 hp on difficult easy and hard
- Collision adjustments
- Revised light design in some places

Description and new features
- Optimized depth effects through color dynamics and texturing
- Adaptation of AI ranged combat for better game dynamics
- New 3D elements
- New textures
- Revised texture design
- Partially revised level design
- Partially revised lighting design
- Higher level of details in many maps
- Opponents have been repositioned in some places
- New sky environment

3D Elements
- Spotlights
- Small acid tanks
- Preservation tanks
- Steel structures
- Diffferent wall typs
- Monster pieces

- Some walls were set wrong
- Some items were set wrong
- Texturings were faulty in some places
- Corrections to various light sources
- It could happen that opponents switched to close combat mode too quickly
- Adjustment of collision detection for some 3D elements


- New texturedesign for some 3d elements
- New 3D Elements (Monster parts, destroyed wall elements, moon base scrap metal, steel elements)
- Some sloping ceiling elements have been adapted
- Higher level of detail, especially in two Boss maps


- Adjustment of sequences
- Shadow corrections
- There were components that were not set correctly
- In a boss map the ground level has been adjusted
- Collisions adjusted
- Replacement of textures


  • Numerous new environmental elements in all four episodes
  • Redesign of maps in many places
  • Fixed integration of the billboards in the tutorial map
  • Revised and more detailed shooting range. Expansion of the tutorial map
  • New light and particle effects
  • More tactical behaviour during monster hunt possible due to the new 3D elements
  • New textures
  • Access card in the third episode, second map has been placed more sensibly

3D Elements

  • Seven new lamp types
  • Different versions of acid tanks
  • New wall types (broken-, dented-, sloping- and abstract walls)
  • Protective barrier, floor- and electronic panels, diversified cover sheets, new box type


  • Light reflections in the maps
  • In some places the walls were set incorrectly
  • In the second episode the final monster could only run to a limited extent
  • Adjustment of the light intensity on some maps
  • In the fourth episode, third map it could happen that the porjectile collision was partly not correct
  • Optimized collision detection for projectiles in 3D elements

• New Monster Jumpscares
• New 3D elements in numerous maps
• New Textures
• Revised labels in the tutorial scenario
• Diversification of enemy behavior in the tutorial map
• Interactive tablets with story elements and background information
• New particle effects for the Green Gold
• New splash effects for the Green Gold
• Fixed problems with the collision of monster parts optimized
• Fixed texture error monster cage episode 1,2
• Fixed faulty light calculation in episode 4
• Fixed. Some players had problems picking up items.

- Fixed high bug
- Fixed health/armor percentage
- Fixed armoured door closing times
- Fixed impact radius for pink alpha monster

- Keycard size changed
- Adjusting the player's deceleration with glide locomotion
- AI variation of the blue boxer monster
- No more stucking opponents in doors

- New enhanced locomotion system

  • Walking/Running function via thumbpad (Vive) and thumbstick (Rift)
  • Stepless speed control
  • Speed-up function
  • Teleportation (To reach higher places for medikits, etc.)
  • Turn function
  • Still suitable for left and right handed players

All functions can be used at any time during the gameplay.

- Difficulty level for each of the four episodes

  • Easy
  • Medium
  • Hard

- More balanced health and damage ratio

- CPU performance update (Tested with FX6350/R390)
- New gore effects (Monsters can cut into pieces)
- Holobutton for ingame video screen
- New geometric wall elements
- Music support for endboss fight
- New powerful alpha monster in ep 3 and ep 4
- More damage with Plasma Gun
- Adapted instruction graphic
- Some smaller bug fixes

  • More diversification of enemies AI
  • And again revision of locomotion e.g.:
    - Faster teleport
    - Faster walking speed (If you have Motion Sickness use slow down or teleport)
    - Speed-up effect
  • Higher level of detail in the maps
  • Bigger explosions with more particel details
  • Improved blood and splatter details
  • Tons of smaller bugfixes, tweaks and otimizations

• Complete revision of the tutorial map
• Remove tutorial voice (Thanks to JadeK)
• Drastic increase of walking speed (Thanks to VoodooDE)
• Hit-Animations and demage feedback
• Complete new monster noises
• Bugfix sounds of dead monsters
• Tons of smaller bugfixes, tweaks and otimizations

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