R-Type Dimensions III Statement from ININ GAMES

Dear ININ Community
Following yesterday’s digital release of R-Type Dimensions III, we have received numerous feedback from fans regarding bugs, technical issues like hitbox/collision problems, affecting the game experience.
First and foremost, we want to sincerely thank every one of you who has shared detailed feedback about the issue you’ve encountered. Your feedback means a lot to us and it helps us identify and fix issues more efficiently.
Our development team is fully aware of the situation and is hard at work on fixes and improvements, with the Xbox crashes being our top priority right now. We have been going through reported issues across affected areas, and we will evaluate how to mitigate those issues as soon as as possible.
We understand the frustration these problems have caused and truly appreciate the community’s patience and continued support while we work on resolving them.
We'll keep you posted as soon as we have more concrete updates to share.
Thank you for sticking with us.
Your ININ Team
Update 26.05.2026
Xbox issues have been fixed with the following:
Changelog R-Type Dimensions III XBox v1.0.0.2
- Fixed an issue that would cause major performance degradation when the leaderboards were opened
- Fixed an issue that could cause a crash when leaderboards were opened in some instances
- Fixed an issue that caused localization fallbacks to fail on an unsupported console language
- Fixed an issue that could result in save data not being loaded correctly
- Fixed an issue that would cause multiplayer mode to behave incorrectly after a continue
- Replaced incorrect splash screen image
Now working fixes for all platforms. Will keep you informed about the next steps shortly.
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Update 02.06.2026
ININ GAMES Announce Comprehensive Improvement Initiative for R-Type Dimensions III
Community Feedback Drives New Development Roadmap, Expanded QA Process, and Physical Production Delay
Since the digital launch of R-Type Dimensions III on May 19, the team at ININ Games has been closely monitored player feedback across all channels. While many players and media outlets have praised the game, we recognize that members of the dedicated R-Type community has raised important concerns regarding several aspects of the release.
Today, we want to share the steps we are taking to address this feedback and ensure that R-Type Dimensions III delivers the experience that fans of this legendary series deserve.
Listening to the Community
Our goal has always been to create a collection that honors the legacy of R-Type and celebrates one of gaming’s most iconic shoot-'em-up franchises. We take that feedback seriously and accept responsibility for addressing it.
A Community-Guided Improvement Process
Over the past days, our teams have carefully reviewed player reports, reviews, and discussions. Based on this feedback, we have identified a number of improvements and fixes that will be implemented through a series of upcoming patches.
The first update is currently planned for Mid June with additional updates to follow Beginning of July and Mid July. Rather than rushing out isolated fixes, our goal is to comprehensively address the concerns raised by the community.
To help us achieve this, the Steam version will serve as the primary platform for testing and validating improvements before they are rolled out more broadly. We are also inviting experienced members of the hardcore R-Type community to participate directly in the feedback and verification process. Their expertise and passion for the franchise will help us ensure that the changes we make truly address the issues being discussed.
In addition, we are reaching out to content creators and community voices who have provided critical feedback, with the goal of involving them in the process wherever possible. Constructive criticism is an important part of making the game better, and we welcome the opportunity to work together.
Expanded Internal and External Quality Assurance
To strengthen our validation process moving forward, we are conducting a renewed round of internal and external quality assurance. This effort will involve additional testers from multiple regions, including Japan, alongside experienced community members to ensure that improvements are thoroughly evaluated before release.
Our objective is simple: every change should be verified not only by our own teams, but also by players who know these games inside and out.
Physical Production Postponed Until Improvements Are Complete
Following discussions with the community, we have also reviewed the production schedule for the physical editions of R-Type Dimensions III.
We can confirm that physical production will not begin until the identified issues have been addressed to our satisfaction. We believe this is the right decision for players and collectors alike, and it reflects our commitment to delivering the best possible version of the game on cartridge and disc.
We know how important physical preservation is to the R-Type community, and we want the physical release to represent the strongest version of the game available. Given the considerable effort invested in bringing the title to physical formats (including the upcoming Nintendo Switch 2 cartridge release) we believe taking additional time now is the best path forward for everyone involved.
Our Commitment to the R-Type Legacy
R-Type remains one of the most important and respected shoot-'em-up franchises in gaming history. We understand the responsibility that comes with bringing this series to both longtime fans and new players.
The passion shown by the community over the past weeks demonstrates just how much R-Type means to so many people around the world. We have heard that passion clearly.
We are committed to earning back the confidence of players through action, transparency, and continued improvements. The work is already underway, and we will continue communicating our progress as updates become available.
We appreciate the feedback, the criticism, and the patience shown by the community. Our teams remain fully dedicated to ensuring that R-Type Dimensions III ultimately stands as a release worthy of the franchise's legacy.
Further updates will be shared on the news section of ININGAMES.COM as development progresses.
Thank you for sticking with us.
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Update 11.06.2026
R-Type Dimensions III — Patch Notes #1
Since our improvement initiative announcement on June 2, our teams have been working through community feedback to address the issues identified at launch.
This first patch covers a broad range of fixes and improvements across gameplay, collision, audio, and visuals. As outlined in our previous post, the Steam version serves as the primary platform for testing and validating improvements, meaning today's patch applies to Steam only. Console versions will follow once platform-specific certification and testing procedures are complete. Below is a full overview of what's included:
Controls & Configuration
- Left and right shoulder buttons can now be freely configured
- Hyper Mode beam change and the beam/scanline toggles can now be assigned to action buttons
Gameplay Fixes
- Fixed random deaths in Stage 6 caused by Bydo enemies hitting the player while still inside the dimension hole
- Fixed Stage 1 background thruster effects incorrectly dealing damage to the player
- Fixed the Force disappearing during level transitions
- Cyclone Force yellow laser bits now correctly shoot lasers and can block bullets like a Force
- Cyclone Force capsule lasers now correctly fire, deal pulse damage, and support 90-degree turns on enemies
- Shadow Force red lasers no longer cancel each other when hitting something early after spawning
- Shadow Force yellow laser now continues shooting when held against background blocks in Stage 5
- Stage 3 boss yellow shot can no longer be blocked by the pit unit
Wave Cannon
- Wave Cannon now has distinct damage values while charging (4 / 8 / 12 / 16 / 20) with distinct visuals for each level
- Wave Cannon now pierces through enemies until its damage budget is exhausted
- Mega Wave Cannon damage overhauled — affects all boss fights
- Mega Wave Cannon muzzle effect corrected in 2D mode
Collision & Hitboxes
- General hitbox adjustments — previously oversized hitboxes are corrected (e.g. restores a safe spot in Stage 1)
- Vulcan shot hitbox now aligns with the player ship hitbox
- Many shot collision adjustments: more shots can now be erased by Mega Wave Cannon; some shots can now be blocked by Force
- Boss collision corrections across Stages 2, 3, and 4
Boss & Stage Fixes
- Final boss energy orbs now explode correctly when the boss body is destroyed in Phase 1
- Final boss trailing orbs stop homing when the boss is dying in the last phase
- Stage 4: doubled 3D background when dying after the factory mini boss is fixed
- Stage 6 scrolling layer speed corrected — previously could create near-impossible situations near the dimension hole
- Stage 2: large green alien now correctly destroys the wall in Advanced Mode
Audio
- Boss music and Final Boss music now start correctly with their intro
- Final Boss music now restarts correctly after dying at the boss
- Music looping corrected when switching audio versions
- Stage 1 music loop timing added
- Music fadeout and FPS-related audio issues fixed
Visual
- Force bit 2D visuals no longer get stuck in Hyper Mode appearance
- Hit flash colour adjusted to better match the original game (slight blue tone)
- Two background graphic blocks that should not have appeared in 3D mode removed
Nintendo Switch 2
- Improved performance in the Stage 3 horizontal scrolling section
We want to extend a genuine thank you to the community members and players who took the time to document issues, test builds, and share detailed feedback! Your contributions have directly shaped this update.
Work on the upcoming patches is already underway. Players can expect visual improvements to the Wave Cannon charging levels, the remaining Cyclone Force yellow laser behavior, and further gameplay and balance refinements. Please be aware that console patch rollouts will also continue in parallel as certification processes allow. We'll continue sharing progress here and on ININGAMES.COM.
Thank you for your patience.
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Update 16.06.2026
Patch 1 for R-Type Dimensions III is now live on PlayStation 5 and Xbox!
The first update we released for Steam last week is now available on PlayStation 5 and Xbox. As mentioned in our previous patch notes, this update includes the same fixes and improvements, covering a wide range of gameplay, collision, audio, visual, and balance enhancements.
The patch for Nintendo Switch 1/2 is still in preparation and will be released soon.
Thank you for your continued support and feedback as we work to improve the experience for all of you!
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Update 24.06.2026
Patch 1 for R-Type Dimensions III is now live on Switch 2 and 1!
The first update we released for Steam is now available on Switch 2 and 1. As mentioned in our previous patch notes, this update includes the same fixes and improvements, covering a wide range of gameplay, collision, audio, visual, and balance enhancements.
Please make sure to download the latest version.
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Update 26.06.2026
R-Type Dimensions III — Patch Notes #2
About two weeks ago, we released our first large patch for R-Type Dimensions III, which already addressed a lot of the most pressing and entirely valid issues the community raised. Our second patch is focused - besides a variety of improvements in the categories graphics and audio - primarily on mechanical accuracy in gameplay. We want to pay a faithful tribute to the original, and we hope these changes reflect that commitment.
General:
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Fixed 2D charging animation playing in reverse
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Adjusted 2D charging animation speed to match original
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Fixed the game time jumping far ahead when alt-tabbing
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Added 3D Wave Cannon muzzle flash particles for the different charge levels
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Fixed spelling/grammar errors in the French localization
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Fixed Cyclone Force Capsule Laser being spammable during level transitions
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Added delay before Capsule Laser Pit Unit shots can turn
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Fixed audio issues with the charge sound effect playback
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Fixed Display Issues with Ultrawide Resolutions
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The player now gains invincibility on boss kills
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Added flashing animation when player is invincible
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Added missing default shot for LV1 Shadow Force when detached
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Pit units now block shots correctly when in hyper mode
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Fixed boss intro sting
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Hyper mode heat sound effect now correctly switches when changing graphics mode
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Changed 3D HUD Beam Type text to be consistent with 2D Version
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Fixed Shadow Force Guide laser shooting faster than intended when shooting near an enemy
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Reworked force docking behavior to match original
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Fixed charge sound sticking when switching graphics mode
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Fixed small 2D screen appearing when switching graphics mode after disabling crazy mode
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Adjusted the cyclone force red laser behavior to match original game (Will now pierce through enemies)
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Improved BGM looping
Level 1:
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Fixed frame pacing for shooting animation of 2D large mech robots
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Fixed Stray Explosions when respawning on Stage 1 last checkpoint
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Fixed incorrect behaviour in the Mode 7 Pillar section:
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Small Mech Robots no longer go off screen
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Pillar appearing now should match the original
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In 2D Mode Robots now correctly appear behind the pillar
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Spawn Positions for Robots adjusted to match original
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Robots now turn before leaving, shooting animation offsets adjusted
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Robots should now be hittable from the same time as the original
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Level 3:
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Advanced mode turrets now immediately stop shooting when destroyed
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Ambushing Robots now also have a camouflaged "eye" form in 3D
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Fixed respawn position when respawning in vertical scroll sections
Level 4:
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Large red beams now destroy POW Armors
Level 5:
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Fixed invisible hitboxes being leftover when the second pair of WallSnakes are killed
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Moving Block now correctly moves offscreen when the surrounding blocks have transformed
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Force now attaches to the weakspot of Dobkeratops when launched at it
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Cell boss now correctly plays its forming animation in the last phase
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Cell boss hitbox now only gets activated once morph is complete in last phase
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Transforming enemies (Green, Red, Yellow) are now invincible during their transform animation
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The yellow tanks now correctly display their second form (Turret destroyed)
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Green enemies now shoot in advanced mode
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Fixed Outslay head appearing on the screen after defeating Gomander
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Added missing advanced mode behaviour for Dobkeratops (Rest of the bosses coming soon)
Level 6:
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Fixed behaviour of blue crabs (90 degree monsters)
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Slightly reduced speed of normal mode crabs
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Improved wall collision accuracy of crabs
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Crabs should now despawn reliably when moving offscreen
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Fixed blue crabs colliding with walls while spawning
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Fixed slider push strength being inconsistent at high framerates
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Made safe spots consistent (Hanging to the left when the single wall moves towards the player now doesnt result in a death)
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Mother BYDO fixes
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Last phase now is invincible while shooting
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Improved tracking of projectiles in mother bydo last phase on high fps
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Last phase projectiles now can go further off the screen before despawning
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Fixed mother bydo still doing damage after swallowing the force
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Added the missing fade in/out sounds for level 6
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Added Head Regrow Animation for EndBoss in 3D
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Audio: Fixed intro sting in new graphics
Once again, thank you for being so passionate about R-Type, for contributing to making R-Type Dimensions III better, and for sticking with us!
Your ININ Team




