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Visual history

Ostrix edited this page Oct 31, 2026 · 3 revisions

Historical v11 visual study

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Updated 31 October 2026. Issued private alpha: 0.19.328. This is not a public beta or a Thunderstore package. Version and limits.

The internal 0.19.329 candidate has passed eight bounded native data checks. Four direct producer-profile checks (.blueprint/.vbuild) have passed independent review. Acceptance of 2.17 covers codec/profile data only in the internal 0.19.329 candidate. Strict player-state endpoints differ; the cause is not established. Inventory, source files and catalogue content hashes were preserved; the ordinary-save comparison covered metadata only. This run does not establish UI, world construction, new visual frames, networking or a cold-process test. The next requirement is 2.18; the 2.16 HOLD is unchanged. The .280 examples and 23 October captures describe their historical version; they do not validate 0.19.328 or the 0.19.329 candidate.

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Historical Unity laboratory, 8 October 2026. Not Valheim and not current QA .280. This recording includes the old separate white mist. On 22 October the owner authorised disabling that mist in the game path. The GIF documents the origin of the idea, not today's gameplay.

Historical laboratory capsule crossing a translucent wall with the older white mist

First six seconds of an existing laboratory video, CPU-converted to 640×360 at 8 fps, looping. It does not show the full recovery period or prove a Valheim character's behaviour.

Still alternative: historical capsule contact with the translucent laboratory wall

Archived 02-contact.png from the same study. The actor is a laboratory capsule, not a game character. Use this still and the text if you prefer not to play animation.

The intention is a recognisable future part that a body can pass through, with a dispersed surface at contact and restoration after leaving. The current direction keeps surface/opening/recovery without separate white volumetric mist. Approval of this study does not establish whole-house performance, payment, multiplayer, or current visual acceptance. New in-game footage is listed in the capture plan.

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