Here is a list of known issues and how I intend to fix them.
1) Big performance drop when entering the LAB level.
This is likely due to too many events (The lights) in one single tile set.
Temporary solution: Reload with a saved game in the lab.
Upcoming FIX: Redesigning the LAB map entirely to reduce the number of events by half or more. This will be applied in the next patch. Will also try to apply ERASE event commands to reduce Event stacking overload.
2) Lag during battle
A direct side affect of the performance drop in the LAB level. If you experience this, follow the fix in problem 1). Reload the game to reset frame rate.
FIX: Fixing issue 1)
3) Map being too big and unable to DASH
The dash used to be enabled but I quickly realized that It could cause performance issues. If I can reduce the performance problem, I will enable Dash again.
In the mean time, the water processing, Main hall, Lab and Meat Grinder rooms will be redesigned to be a bit smaller to make exploration less of a chore.
4) Quality of life: Fast forward option
This will be enabled for Dialog but not for events (As it may result in bugs or even crashes).
5) Bug squashing (Passing through certain walls and objects)
This has been noted and will be fixed in the next patch.
6) Spelling errors
Most of the Reported spelling or grammatical errors will be fixed in the next patch
A quick word about performance. I'm making the game at a higher Resolution then what RPG maker MV is designed for. The Current resolution I m using is 1600X900. While this is still not full HD, it's good enough to keep the quality of my art assets sharp and clear. However, it may be resulting in some slight stuttering from time to time. To me this a necessary compromise to keep the Resolution of the Art work at a reasonable level.
With that being said, the frame rate drop in the lab level and the lagging fight as a direct result of it are clear issues that should not be in the game and will be adressed with the redesign of the lab level