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iPhone runs lighter: about half the memory, fewer in-play freezes

14.10.2026

The heroes walking around a scene used to keep far more artwork loaded than they ever showed at once, and on iPhone that piled up fast. They now hold onto only the pictures they're actually about to draw, and the drawings themselves are kept at the size the phone shows them rather than their full source size. Across an eleven-minute run through four walking scenes, a fight and two cutscenes, the iPhone's peak memory came down from around a gigabyte to about 570 MB.

That lighter load also means fewer of the brief freezes where the game would catch for a moment mid-scene — over the same play-through they dropped from five down to one. None of this changes how anything looks or plays: the same scenes, the same art, just a lot easier on the phone. This is iPhone-specific; iPad, Android, web and Steam are unchanged.

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