Build a Rocket Boy hat Update 4 für MindsEye veröffentlicht. Die englischen Patchnotes sehen so aus:
HIGHLIGHTS
- PC & Console
- UI: Added the ability to Skip Cinematics story telling
- Environment: several improvements have been made to architecture and assets to help improve Memory, CPU and GPU performance
- Art: general performance improvements: shaders, assets, collisions
- Gameplay: Aim assist will focus on enemies in vehicle turrets over the driver
- Build.MindsEye (Currently PC Only)
- Added a new “Player Content” Tile to the MindsEye Play Menu where all Builders published content will be immediately available to browse and play
- Updated UGC Moderation flow from Pre-Moderation to Post-Moderation
- Player created content will now be automatically accessible in the new “Player Content” Tile
- A new Tile for “Curated Content” has been added, that will highlight player created content featured by our Studio
RELEASE SCHEDULE & PLATFORM INFO:
- Time: September 5th, 2025 – 10:00 BST / 11:00 CEST / 02:00 PDT
- Platforms: PC, PlayStation 5, Xbox Series X|S
- Download size and version information:
- Steam: 15 GB (Version #: 5302548)
- Epic Games Store: 15 GB (Version #: 5302548)
- Build A Rocket Boy Launcher: 15 GB (Version #: 5302548)
- PlayStation 5: 7.2 GB (Version #: 01.010.00)
- Xbox Series X|S: 12.1 GB (Version #: 1.0.25.5859)
MINDSEYE PATCH NOTES
IMPROVEMENTS
- Environment
- Trailer Tanks in Free Roam now explode when shot at
- Several improvements have been made to architecture and assets to help with performance
- Improved weather change when player leaves the Factory at the start of Robin Hood Mission
- Improved traversal on A New Job and Loose Ends missions where player may get stuck in certain assets
- Visual Effects
- Cutscene VFX performance improvements
- Cutscene VFX management changes and Niagara system updates to reduce CPU spikes and overall frame rate
- Disabled ambient rubbish to improve performance
- NPC
- Small performance improvement on Robots
- NPCs that are aiming and in-cover now look more natural
- Art
- General performance improvements: shaders, assets, collisions
- UI
- Resolved inconsistent dropdown menu behaviour in graphics settings, ensuring reliable input response
- Added the ability to skip cinematics
- Audio
- Audio Optimisation regarding Mass Vehicles
- Music adjustments throughout MindsEye missions
- Added Destruction SFX on Glass Bottle Props
- Missions
- Conditional dialogue now triggers with more natural pacing
- The companion drone torch is now automatically enabled when entering or starting in dark areas
- Animation
- Optimised the ambient and civilian animations.
- Exit/entry animations no longer play for driverless vehicles.
- Gameplay
- Aim assist will focus on enemies in vehicle turrets over the driver
BUG FIXES
- PC & Console
- Various Mission flow bug fixes
- Fixed pixelated reflection in Rocket Transporter window
- Fixed Industrial vent asset to help with performance
- Resolved an issue where players transitioning from Meeting Marco Silva to Executive Paranoia could drive through objects and fall through the map
- Fixed ambient animation glitches in Welcome to Redrock City
- Fixed an issue where camera rotation was lost after cutscenes
- Several lighting LOD pop issues fixed in cutscenes
- Fixed a bug where burning vehicles wouldn’t transition to destroyed state
- Fixed several traversal issues in world where the player may get stuck
- Fixed an issue in The Ziggurat where a hole in wall allowed players to climb through and trap themselves
- Fixed an issue in Oh Lily! where players could get stuck in Morrison’s Silo without a way to get back out
- Fixed collision on glass roof of Silva Factory
- Fixed a number of Character Model issues in cutscenes that made them look deformed and stretched for a few frames
- Resolved Silva’s teeth looking too bright on medium/ lower settings on PC
- NPCs no longer freeze when interacting with certain objects
- Weapon Wheel hover SFX is now triggered correctly, without delays
- PC only
- The character Red Sand Male 25 is now available for use in Build.MindsEye
- Fixed a UI issue where backing out of a submenu in ‘Build’ caused the second-last selected tile to remain highlighted
- Fixed a bug where the ‘effects’ tile would remain highlighted after returning to Build mode from Play mode
- Fixed an issue where the placement header text overlapped UI elements in the asset settings menu when playing in French
- Fixed a bug causing specific Korean characters to appear invisible in vehicle spawner labels
- Fixed a localization issue where the French translation of “Total PI” overlapped with the performance impact number in the top toolbar
- Replaced the incorrect icon used for the MindsEye menu button in Play/ Build with a proper menu icon
- [Min Spec Performance Improvement]: Disabled Nanite compute materials as it has a negative effect on GPU rendering time in our game, especially on older Nvidia Graphics Cards
- [Min Spec Performance Improvement]: Fixed an issue where our Nanite render pipeline always used the Hardware Rasterizer path rather than correctly splitting between Hardware Rasterizer and Software Rasterizer
- Console only – PlayStation and Xbox
- Fixed a UI focus issue where the graphics settings tab failed to auto-focus on the first option when accessed on PS5 and Xbox
BUILD.MINDSEYE PATCH NOTES – PC ONLY
IMPROVEMENTS
- Publishing UGC Content
- Added a toggle to enable or disable Logic Nodes from being captured in the thumbnail capture of UGC Content
- Logic Nodes
- Timer Nodes improved; you can update or refresh their value at any time through multiple other logic nodes, and can now be refreshed infinitely
- Timer Logic Nodes now support decimal places up to .000
- Custom UI Nodes updated to always be set to “Node Active” = True, by default
- Attributes Menu, Catalogue & Versioning
- Minor QoL & screen position improvements to the Creator HUD, Attributes Menu & Tools
- Minor QoL improvements to naming, duplicated items, missing thumbnails or icons in the Assets Catalogue
- Updated the search functionality in Assets Catalogue to take into account both object name and the tags
- Added a warning when the player reaches the maximum number of allowed versions when creating new versions
- Added missing hotkeys to the Controls Panel for Inserting Path Points
- Featured Stamps Updates
- Multiple fixes and QoL improvements to existing set of Featured Stamps
- Added more Stamps to the Featured Stamps tile
BUG FIXES
- Removed EVERYWHERE vehicles from Build.MindsEye – those vehicles were made accessible unofficially, and we will bring them to MindsEye when they are ready
- Fixed an issue where the AI Spawner Spawn limits and Performance Scores of spawners were not correctly calculated
- New Performance Score applied to AI Spawners as follows:
- AI Spawner – Performance Score: 10 / Max Quantity Allowed: 10
- Individual AI NPC – Performance Score: 6 / Max Quantity Allowed: 100
- Fixed an incorrect controls description for Build Collision Control List Keys; now correctly displayed as (B) instead of (P)
- Improved camera behaviour in Build.MindsEye: your last position is now saved more frequently for a more reliable creation experience
- Fixed an issue with erratic camera behaviour when using the Group Macro Node
- Fixed an issue where players were unable to like Stamps with long names
- Fixed an issue that prevented players from editing Stamp Descriptions that exceed the 220 character limit
- Fixed an issue that caused vehicles to move very slowly, or not at all, when using Custom Speed on the Drive To Node
- Grid snapping is now enabled on the XY Plane by default
- Fixed an issue with Destructible Assets not being selectable
- Fixed issues with Filtering in the Assets Catalogue
- Fixed various issues with the Vehicle Selection UI Node
- Fixed multiple issues with the Transform Variable Node and Advanced Transform Node parsing incorrect values into the Location and Scale Overrides
- Stamp Attributes now display the correct Thumbnail based on the current Version selected
- Fixed various issues with spawn-points and spawning in Build.MindsEye
- Fixed various issues with the Physics Force Node causing objects to disappear
- Fixed an issue where Foliage Assets were not searchable in the Catalogue
- Fixed a crash caused when attempting to ungroup a group within a group
- Fixed a crash caused by undoing creation and deletion of large Stamps
- Fixed an issue with some deprecated assets being displayed in the library – which were discernible by having “DONOTUSE” in their name
- Fixed texture issues on a number of assets in the Build.MindsEye Catalogue
- Fixed an issue with missing Localisations for the Light Effects in Build.MindsEye






















