Real-time bounce lighting throughout the prison and almost every mine area.
Light now bounces off surfaces instead of stopping where it lands, so rooms are lit by the world around them rather than by the sun alone.
Shadowed corners pick up colour from the lit surfaces near them, so shade reads as shade instead of a flat dark patch.
Mine shafts darken with depth, giving the pits a real sense of how far down you have gone.
Interiors read as interiors, with light falling off naturally as it moves away from openings.
Light coming through windows and openings now spills into the space behind them.
Screen brightness no longer drifts as you turn or walk, so the world holds a consistent look.
Overall brightness lifted so dim areas stay readable without washing out anything already lit.
Every ore type retuned so stone reads as stone and gems catch the light, making valuable blocks easier to pick out of a wall.
Surfaces no longer carry that wet plastic sheen at glancing angles.
Walls, floors and ore faces all respond to light consistently instead of each material doing its own thing.
New scenery and props added around the world.
Walls and floors picked up an unnatural gloss after a recent engine update.
Some enclosed spaces were far darker than intended.
The lighting system is new and this build is marked Experimental. Some areas may still read darker or brighter than intended.
If you find a spot that looks wrong, tell us where and we will fix it.