- 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.