An SS moon beneath an inverted ocean. A refined observatory district with four fire exits, original ambient music, plentiful scrap at normal values, early exterior loading, and working interior spectating. Supports random interiors.
Added three new fire exits across the aqueduct, freight quay and north cloister, for four fire exits in total, with matched dungeon exit IDs and a relay for multiplayer entry through the additional exterior doors.
Added distinct exit pavilions, a landing compass and directory, route signs and inlaid markers, facade tracery, service pipes, railings, furnished halls, promenade lanterns, salt gardens, mechanical wheels, votives and drifting sea phosphor.
Added the original 2:08 ambient soundtrack "Under the Inverted Sea," with indoor fades, tide-warning ducking and configurable volume.
Share repeated surface textures and release temporary construction meshes after batching to reduce memory overhead.
Refined the exterior sky and ambient lighting for readable stonework and cooler shadows; removed inherited exterior navigation so it cannot overlap the replacement district.
Keep deterministic exterior door placement local on clients while retaining the original scene doors' networking.
Retained early loading, plentiful scrap with normal values, tide protection and the interior spectating fix.
0.2.2
Spread loot across more pieces: request 104–128 scrap instead of 26–32 before game/mod spawn modifiers.
Removed the blanket 2.5× scrap-value multiplier; retain normal per-item value ranges and occasional valuable finds.
Removed the additional 3× rarity weighting for expensive items, restoring Titan's ordinary mix.
Begin exterior construction during level generation, spread geometry and mesh batches across frames, and bake outdoor navigation asynchronously instead of building everything at touchdown.
Preserve the tide's landing grace period and cancel pending navigation jobs when the exterior is destroyed.
Retained the 0.2.1 interior spectating fix.
0.2.1
Fixed black interiors when a dead player spectates someone inside the dungeon.
Update outdoor atmosphere and lights after the spectator target is resolved, using the watched player's interior state.
Restore exterior lighting when the target exits or spectating switches to someone outdoors; retain local-player tide damage and normal game-over camera behavior.
0.2.0
Rebuilt the exterior as the Drowned Observatory district.
Expanded the ground footprint from 230 m to 460 m across.
Added aqueducts, walk-in halls, freight quay, cloister, residential ruins and a seawall perimeter.
Added masonry and ground textures with normal maps, paving, drainage and architectural details.
Replaced custom door panels with the game's original main-entrance and fire-exit visuals.
Explicitly aligned each door's interaction collider and return point.
Added navmesh obstacles for substantial structures and connected outdoor routes.
Retained SS danger, outdoor tides, valuable loot and Random_Interiors selection.
0.1.0
Initial experimental procedural moon.
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