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Releases: rzrbld/vurus
Release list
Vurus v0.1.5
This update improves crowded-scene CPU work, animation and audio maintenance while preserving the accepted gameplay and memory improvements.
- Cache resolved simulation/render properties and weapon sound bindings instead of repeating authored-property and clip lookups.
- Preserve ordered reference-owner queries and avoid empty legacy route work; trim redundant animation synchronization and sorting.
- Load the save browser catalogue in the background so opening menus after saving or death stays responsive; load only the selected preview.
- Repair native enemy movement/command handling, route headings and generator creator/UID and bounds publication.
- Refresh the README with measured H700 encounter FPS, nearby enemy counts, startup memory samples and a simulation/render timing breakdown.
On H700 at 640×480, four current development encounter samples measured reciprocal median frame rates of about 49.8, 60.0, 42.0 and 33.8 FPS. They are location-specific samples, not whole-level or device guarantees; music was off, and small regressions and frame-time spikes remain documented. See the performance report for settings, full percentiles, baseline comparison and separate startup RSS provenance.
Save schema v35 and its existing compression envelope are unchanged. Keep imported data, saves, settings and scores when upgrading. The existing cross-platform RNG-state save limitation remains; use saves with their originating platform/build family. Original game resources are required and are not included. Engine and third-party notices accompany the packages. Verify downloads with SHA256SUMS.txt.
Desktop downloads: Linux x64 / Steam Deck, Windows x64, macOS Apple Silicon and Intel. macOS requires version 15+, ships unsigned terminal executables and uses FXAA instead of SMAA. CI validation does not replace physical testing on every platform.
Built and tested by GitHub CI, source commit 56126f3. Release packages are the exact validated CI artifacts.
Vurus PortMaster Alpha Preview alpha.4
This update improves crowded-scene CPU work, animation and audio maintenance while preserving the accepted gameplay and memory improvements.
- Cache resolved simulation/render properties and weapon sound bindings instead of repeating authored-property and clip lookups.
- Preserve ordered reference-owner queries and avoid empty legacy route work; trim redundant animation synchronization and sorting.
- Load the save browser catalogue in the background so opening menus after saving or death stays responsive; load only the selected preview.
- Repair native enemy movement/command handling, route headings and generator creator/UID and bounds publication.
- Refresh the README with measured H700 encounter FPS, nearby enemy counts, startup memory samples and a simulation/render timing breakdown.
On H700 at 640×480, four current development encounter samples measured reciprocal median frame rates of about 49.8, 60.0, 42.0 and 33.8 FPS. They are location-specific samples, not whole-level or device guarantees; music was off, and small regressions and frame-time spikes remain documented. See the performance report for settings, full percentiles, baseline comparison and separate startup RSS provenance.
Save schema v35 and its existing compression envelope are unchanged. Keep imported data, saves, settings and scores when upgrading. The existing cross-platform RNG-state save limitation remains; use saves with their originating platform/build family. Original game resources are required and are not included. Engine and third-party notices accompany the packages. Verify downloads with SHA256SUMS.txt.
ARM64 / OpenGL ES 3.0 PortMaster Alpha Preview. Extract Vurus.sh and the vurus directory into the firmware Ports folder, preserving existing user files. Use the normal Ports launcher. This remains a prerelease and does not replace the latest desktop stable release.
Built and tested by GitHub CI, source commit 56126f3. Release packages are the exact validated CI artifacts.
Vurus PortMaster Alpha Preview alpha.3
PortMaster Alpha Preview alpha.3 improves sustained handheld performance and rendering.
- Reuse expired destruction debris records while preserving authored objects, inventory, reactivation and referenced identities.
- Update the player hit-flash timer without scanning every world record.
- Batch compatible GLES draws in their original order and pack animation frames and font glyphs into bounded texture atlases.
- Capture save thumbnails only when saving, with safe asynchronous delivery and shutdown cancellation.
Preserves accepted gameplay and save schema v35 with its existing compressed envelope and supported legacy readers. Trilinear filtering retains independent mip chains. Desktop OpenGL rendering remains on its existing path.
Validated locally on H700 / Mali at 640×480. Repeated crowded-scene atlas comparisons improved reciprocal median FPS from 18.9 to 20.2, with smoother frame times; this is a scoped result, not a performance guarantee. The ARM64 CI build, tests and packaging passed.
Extract Vurus.sh and the vurus directory into your firmware's Ports directory. Preserve your existing data, saves, settings and scores when updating. Original game data is required and is not included. Verify the package using SHA256SUMS.txt. This remains an alpha prerelease.
Built and tested by PortMaster CI, source commit 5478187. This release reuses that exact CI package.
Vurus v0.1.4
This update improves late-session CPU work and menu navigation.
- Reduce repeated transient-record eligibility scans and preserve ordered spatial candidate queries.
- Add Video Effects grouping, VSync control and 30/60/uncapped frame limits.
- Give Controls and saved games bounded scrolling lists, clipped long labels and automatic selected-label scrolling.
- Add right-side vertical save-list indicators and compact Extras spacing.
- Simplify running/build instructions for desktop and PortMaster.
Save schema v35 and the existing zlib envelope are unchanged. Preserve saves, settings and imported data when updating. Original game resources are required and are not included.
Handheld measurements on RG40XX H/H700/muOS at 640x480 recorded roughly 31-32 FPS in two stationary CAVE saved scenes, with effects/settings documented in docs/performance_update_2026-10-19.md. Separate short captures recorded roughly 131-140 MiB RSS; longer user sessions reported 190-210 MiB. These are distinct measurements, not full-level averages or performance guarantees.
Engine and third-party notices accompany the packages. Verify downloads with SHA256SUMS.txt. Physical hardware validation is separate from automated CI.
Downloads: Linux x64 / Steam Deck, Windows x64, Apple Silicon macOS and Intel macOS. Mac builds require macOS 15+, are unsigned terminal executables and do not include SMAA; FXAA remains available.
Built and tested by GitHub CI, source commit 2a11f1234da4ae37871f8b1d63e5b4817229a295.
Vurus PortMaster Alpha Preview portmaster-v0.1.0-alpha.2
This update improves late-session CPU work and menu navigation.
- Reduce repeated transient-record eligibility scans and preserve ordered spatial candidate queries.
- Add Video Effects grouping, VSync control and 30/60/uncapped frame limits.
- Give Controls and saved games bounded scrolling lists, clipped long labels and automatic selected-label scrolling.
- Add right-side vertical save-list indicators and compact Extras spacing.
- Simplify running/build instructions for desktop and PortMaster.
Save schema v35 and the existing zlib envelope are unchanged. Preserve saves, settings and imported data when updating. Original game resources are required and are not included.
Handheld measurements on RG40XX H/H700/muOS at 640x480 recorded roughly 31-32 FPS in two stationary CAVE saved scenes, with effects/settings documented in docs/performance_update_2026-10-19.md. Separate short captures recorded roughly 131-140 MiB RSS; longer user sessions reported 190-210 MiB. These are distinct measurements, not full-level averages or performance guarantees.
Engine and third-party notices accompany the packages. Verify downloads with SHA256SUMS.txt. Physical hardware validation is separate from automated CI.
PortMaster ARM64 / OpenGL ES 3.0 Alpha Preview. Extract Vurus.sh and the vurus directory into the firmware's Ports directory, supply your original data as described in vurus/README.txt, then launch from Ports. Desktop post-processing shaders are unavailable in this build.
Built and tested by GitHub CI, source commit 2a11f1234da4ae37871f8b1d63e5b4817229a295.
Vurus v0.1.3
Lower memory use and faster resource loading for Vurus.
- Keep the current level and restart state without retaining completed worlds.
- Stream CD music and intro video through bounded buffers.
- Store decoded sprite and terrain pixels in compact 16-bit form; reduce unnecessary decoding and filtering allocations.
- Recycle released transient effects and account for actual sprite texture payload.
- Retain archive handles, read only archive directories at startup, and extract disc resources in chunks.
- Fix Touch and Destroy leaving turret/tank bases noncolliding and impossible to damage.
- Add an optional FPS/RSS counter in Advanced video settings; detailed memory diagnostics remain available with --debug.
- Fix the Windows retry-save ownership signature.
User-observed ordinary gameplay RSS decreased from roughly 500–700 MB to 170–250 MB. These are observations across sessions, not a matched benchmark or a RAM guarantee. See the repository's performance report for measured allocation and I/O results.
Save compatibility: schema v35 and the existing zlib envelope remain unchanged. Supported legacy saves still load; older builds without compression support cannot read compressed saves. Preserve your saves and settings when updating.
Downloads: Linux x64 / Steam Deck, Windows x64, Apple Silicon macOS and Intel macOS. Mac builds require macOS 15+, are unsigned terminal executables, and do not support SMAA; FXAA remains available. Physical hardware testing is separate from CI validation.
Your original game data is required and is not included. Engine and third-party licenses accompany the packages. Verify downloads using SHA256SUMS.txt.
Built and tested by GitHub CI, source commit f2bb623440a745ad412bc667b8e6befd0cb3a6c4.
Vurus v0.1.2
Background saving and smaller checkpoints for Vurus.
- Encode, compress and write checkpoints in the background so gameplay remains responsive.
- Avoid rereading the entire save catalog during gameplay after saving.
- Use fast lossless zlib compression: tested examples were about 92% smaller (7.56 MB to 0.63 MB for a single-level checkpoint; 196.6 MB to 16.3 MB for a synthetic large checkpoint).
- Preserve atomic writes, save fees, failure recovery and all saved game state.
- Link zlib statically in the desktop builds; no extra zlib DLL is required.
Save compatibility: existing uncompressed saves still load. Older Vurus builds cannot read newly compressed saves. Existing files are not automatically converted; keep a backup if you plan to downgrade.
Size and responsiveness measurements are local desktop tests, not Steam Deck performance guarantees.
Your original game data is required. No original game assets are included. Put your ISO/CUE-BIN beside the engine or supply it with --data. See the included README for import and launch instructions.
Downloads:
vurus-linux.tar.gz: Linux x64 / Steam Deck.vurus-windows-amd64.zip: Windows x64, with SDL linked statically and the MSVC runtime bundled.vurus-darwin-arm64.zip: Apple Silicon, macOS 15 or later.vurus-darwin-x86_64.zip: Intel Mac, macOS 15 or later.
Mac builds are unsigned terminal executables, not notarized app bundles. SMAA is unavailable on macOS; FXAA remains available. Physical graphics, audio and controller testing remains separate from CI validation.
These are the exact packages from successful CI run 39123646633, commit 9be1a77d1d4b88043d21c029d2e5a462eb8cbb0d. Linux passed 148 tests; Windows and each Mac architecture passed 144 applicable tests. SHA-256 checksums are included.
Developed with OpenAI Codex; the source commit includes Codex co-author attribution.
Engine and third-party licenses are included in the packages and repository. Original game names, logos and assets remain the property of their respective owners; this project is not affiliated with or endorsed by them.
Vurus v0.1.1
Controller and usability fixes for Vurus.
- Fix joystick crosshair movement; add a saved Crosshair On/Off setting (On by default).
- Group movement sensitivity, aim sensitivity and stick deadzone under Control → Sensitivity.
- Improve Slight/Medium aim assistance, reject targets behind terrain walls, and add Retaliate targeting.
- Keep save history when changing the player name; add a blinking name-editing cursor.
- Fix Audio → Back navigation.
Your original game data is required. No original game assets are included. Put your ISO/CUE-BIN beside the engine or supply it with --data. See the included README for import and launch instructions.
Downloads:
vurus-linux.tar.gz: Linux x64 / Steam Deck.vurus-windows-amd64.zip: Windows x64, with SDL linked statically and the MSVC runtime bundled.vurus-darwin-arm64.zip: Apple Silicon, macOS 15 or later.vurus-darwin-x86_64.zip: Intel Mac, macOS 15 or later.
Mac builds are unsigned terminal executables, not notarized app bundles. SMAA is unavailable on macOS; FXAA remains available. Physical graphics, audio and controller testing remains separate from CI validation.
These are the exact packages from successful CI run 39116199090, commit 15fd2ff27428b66838cc44b0ad58ea360e8f25f7. Linux passed 147 tests; Windows and each Mac architecture passed 143 applicable tests. SHA-256 checksums are included.
Developed with OpenAI Codex; the source commit includes Codex co-author attribution.
Engine and third-party licenses are included in the packages and repository. Original game names, logos and assets remain the property of their respective owners; this project is not affiliated with or endorsed by them.
Vurus PortMaster Alpha Preview 0.1.0-alpha.1
First Vurus PortMaster Alpha Preview: ARM64 / OpenGL ES 3.0, optimized Release build.
Extract Vurus.sh and the vurus directory into your firmware's Ports directory. Supply your own original game data as described in vurus/README.txt, then launch through the normal firmware Ports menu. Preserve existing data, saves and settings when updating.
Includes the shared memory and resource-loading improvements: bounded music/video streaming, compact decoded graphics, current-level snapshots, transient effect reuse and buffered archive/disc I/O.
User-tested on Anbernic RG40XX H / Allwinner H700 / muOS at 640×480: roughly 30–40 FPS with FX and terrain effects disabled, dipping into the low 20s during heavy battles. These are observations, not performance guarantees. Long-session and repeated level-transition testing continues.
Advanced video → FPS counter displays FPS and RSS memory; it is off by default. Desktop post-processing shaders are unavailable in this GLES build. Controller menu navigation and first-run import are supported.
Your original game data is required and is not included. Engine and third-party licenses accompany the package. Verify the ZIP with SHA256SUMS.txt.
Built and tested by GitHub CI, source commit 74da7615f0074949a02457ee2ae65f59aec8b6b2.
Vurus v0.1.0
First public Vurus desktop release: an unofficial, AI-assisted port of Vyruz: Destruction of the Untel Empire (2000, C2V).
Your original game data is required. No original game assets are included. Put your ISO/CUE-BIN beside the engine or supply it with --data. See the included README for import and launch instructions.
Downloads:
vurus-linux.tar.gz: Linux x64 / Steam Deck.vurus-windows-amd64.zip: Windows x64, with SDL linked statically and the MSVC runtime bundled.vurus-darwin-arm64.zip: Apple Silicon, macOS 15 or later.vurus-darwin-x86_64.zip: Intel Mac, macOS 15 or later.
Mac builds are unsigned terminal executables, not notarized app bundles. SMAA is unavailable on macOS; FXAA remains available. Physical graphics, audio and controller testing remains separate from CI validation.
These are the exact packages from successful CI run 39079125243, commit 81f14533c791043e4fb8787e15e0407aa40b28eb. Linux passed 147 tests; Windows and each Mac architecture passed 143 applicable tests. SHA-256 checksums are included.
Engine and third-party licenses are included in the packages and repository. Original game names, logos and assets remain the property of their respective owners; this project is not affiliated with or endorsed by them.