I've put a lot of work into optimization and crash and error fixing since launch. There have been very few errors, encountered by very few people, and I have fixed all of them with nothing new in the past 24 hours!
I made an optimized tick system for enemies, using multithreading for certain functions and tasks that don't crash when not on the main thread. Aswell as lowering the fidelity of AI when they are farther away.
Enemies now have their animgraphs turned off at a distance I've decided doesn't affect the experience visually.
I made a component I can put next to particle emitters that adjusts their burst and spawn rates based on how many particles are currently active, which has been leading to the biggest performance impact from my testing. I have also considered adding an option to control particle amounts for people on weaker setups.