PC & bugs
Invisible enemies: the v49 one-cell visibility check
Demo Patch v49.2ab1 lists invisible enemies as known issue DAVO-160. The developer says visibility may fail to update for an enemy coming from an unloaded chunk until the player moves at least one cell from their current position.
If there is accessible floor to move onto, make that limited movement and observe the same enemy again. This is a visibility check from the published condition, not a patch that guarantees the enemy disappears, dies or stops attacking.
Your next check
Visibility check, not proof the enemy is gone
- 01v49 DAVO-160 → model vanishes after moving away
- 02Find accessible floor; move at least one cell
- 03Inspect the same last-known enemy position
- 04Still hidden → stop repeating and record the version
On this page
Disappearing is different from defeated
The October 16 notes describe enemies becoming invisible as the player moves away from them. They suggest an unloaded-chunk connection rather than confirming a cause for every unseen enemy.
Keep the last known position in mind. An empty-looking tile is not proof that the route is clear. If the problem is a wall obscuring your view or your character falling outside the world, use the separate checks below.
Try one bounded visibility update
- Check your installed demo version in the bottom-right of the title screen when practical. The reference here is v49.2ab1, not a claim about every later build.
- Identify a reachable patch of ordinary floor. Do not step into a broken passage merely to test the bug.
- Use normal movement to leave the current cell by at least one cell, then inspect the enemy's last known position.
- If its model returns, treat it as an active enemy and continue your usual retreat or combat plan.
- If it remains invisible, stop repeating the same check and record the version, location and whether it still affects you. No verified setting, console command or complete repair is supplied by the notes.
Choose the matching failure
- The enemy model vanishes after movement: compare DAVO-160 and the one-cell update.
- A wall blocks your view: use a stable camera orientation and route reference; that alone does not establish this bug.
- Your character falls through the floor: follow the versioned vent and Orrery Plaza checks.
- The whole session slows down: record that pattern with the performance and memory guide.
Make a useful remaining-bug report
The patch asks players to add their version to an existing matching report in the developer Discord's demo-bug-reports channel rather than opening duplicates. Include the last visible position, movement direction, whether one-cell movement changed visibility and what still happened while the enemy was unseen.
A successful visibility refresh is a useful observation, not proof that DAVO-160 is permanently resolved. The October 16 announcement still places it under Known Issues.
Sources & version
Current public-demo community observations and developer notes. Player reports are attributed to their original author and scenario; this site does not claim its own gameplay test. A reading date does not establish a new patch or a universal result.
Official Steam news: Use each guide’s dated source list and version line. A patch reference is not proof of the build installed in every player video or older report. The parent game's future release is outside these guides.