2026-03-12
Patch 2 now live!
한글 요약이 품질 관문에 걸려 원문만 둡니다.
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PATCH NOTESHard locksDeath on Anra after opening the door, if the player quits the game after Halyn’s cutscene without taking the checkpoint.Accessing the Vault area without the Flowing Striders and then taking the checkpoint.Soft locks / can be resolved by returning to the menuReaching the big fly arena without the hook.Reaching certain platforms in the flashbacks.Complete disappearance of Ancile & Targa, leaving the player stuck in the room.Other fixes includedFixed Spanish localization.SFX fixes.Credits update.Invisible killzone in Promenade.Added the holographic planet in the true ending.Various fixes: flowing steps, Plums disappearing during Saw Long chase, elevators, pearls in The Pit, incorrect name for Mel at the end, Flora’s corpse, Goliath disappearing, etc.QoL improvements and balancingElevator automatically unlocked after the first encounter with Halyn.Added “unsafe” zones to prevent death loops (avoid blocking respawns).Balance changes: adjustment to the perfect Sharpened Hairpin, adjustements to negative modifiers.Keyboard fixes for Flowign Striders.Promenade's overseer moved.
스팀 공지2026-02-06
Patch 1.2 is live!
한글 요약이 품질 관문에 걸려 원문만 둡니다.
원문 보기
This is our very first update since launch, and we want to start by saying a huge thank you for all the love, feedback, and support you’ve shown MIO: Memories in Orbit so far, it truly means the world to us. 🫶 Patch 1.2 focuses on quality-of-life improvements, gameplay and balance tweaks, and a wide range of bug fixes aimed at making your journey through the station smoother, clearer, and more enjoyable overall. 🐛 Bug FixesFix a bug where the fourth tremor would trigger too early (sorry)Fix a bug where the boss assist ("Eroded Bosses") would not work on some combination of boss fight and respawn checkpointFix HUD logic for the "Hand's greed" modifier feedbackFix the invisible trapdoor after the Dr Halyn fightFix invisible ceiling in Fix lootable nacre through ceiling in FoundationsFix missing corpse for Calderon after the fightFix collider/visual mismatch in the shuttle shafts (esp ice section)Fix Capucine's statue dialogsSmall typo fixes in game texts⚔️ Gameplay & Combat TweaksTweak attack direction selection logic for d-pad & keyboard to help with pogo missesChange the "Hand's greed" modifier to also use decayed health (tremor
스팀 공지2026-01-21
This beautiful Metroidvania blends Hollow Knight Silksong and Nier Automata, and I hate that it's slipping under the radar
한글 요약이 품질 관문에 걸려 원문만 둡니다.
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I didn't really go into MIO: Memories in Orbit expecting much. I didn't play the demo, nor did I even know it existed until it was released this week. However, I was instantly captivated by the art style, and even though there are a couple of issues that keep it from reaching Hollow Knight Silksong levels of quality, it's one of the most beautiful Metroidvania games I've ever played, and you can grab it at a great discount at launch. Read the rest of the story... RELATED LINKS: Move over, Arc Raiders, upcoming Bungie game Marathon just got a tasty discount before launch Despite being early access this Satisfactory and No Man's Sky hybrid is great, and right now it's on sale Monster Hunter Wilds is finally getting a performance patch, and there's a perfectly-timed price cut too
스팀 공지2025-12-05
Autumn Devblog 🍂
한글 요약이 품질 관문에 걸려 원문만 둡니다.
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Hi everyone,We’ve just revealed MIO: Memories in Orbit’s release date during the PC Gaming Show, along with a fresh new trailer showing you more of the unforgiving danger and atmospheric wonder of the game! 😁We're sorry that we couldn’t keep our 2025 target, but the wait is almost over: the game is now ready and launches on the 20th of January 2026! ⭐💛 Check out our new trailer here:In this Autumn devblog, we wanted to give you a peek behind the scenes at rigging and animation in MIO.Our first idea was to do a breakdown of Shii's rig… but well, yeah: We're not going to go there, it would be WAY too long! 😂Instead, let’s dive into mob and boss animations, specifically their attacks. When an enemy is about to hit you, we want you to be able to see it coming and have the chance to react; otherwise the game would feel unfair. That’s why we use anticipation animations.Before every attack in the game, a specific animation warns you of what’s coming (let’s say, like someone winding up their fist before throwing a punch).If you’re familiar with animation, you probably know that anticipation is one of Disney's twelve basic principles. It doesn’t just serve gameplay purp
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