A couple notes and known issues:
-The Lobby level is still undergoing fixing, polishing and optimizing. A bunch of improvements to it are included in this version, but more is to come soon.
-We have just discovered some major issues with nanite fragments. Not letting this delay the build for you folks, but just know it will be fixed in the next update.

We hope you enjoy!
Early Access ALPHA 1.2 (Rev #4554)
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BIG UPDATES
[Update] A bunch of front-end improvements. Can now properly name your universes, font changed up across the board. Corrected the new universe flow: Now goes (Name universe -> Agree to disclaimer -> Choose C1 save import if available -> Start game)
[Update] The entire Consortium Bishop HUD has received updated visuals. New fonts, newly colored elements. Enemy info reticles also updated. Going for more clarity overall. Based on data received from iDGi-1 about how the HUD actually appears to a Bishop.
[Update] Freefall Suit now starts with only 2 hardpoint slots, B.U.S. starts with 4. More can be added via upgrades.
[Update] Hovering over broken items with repair wrench shows energy required to repair. Same with how much given for recycling, and how much usage for healing.
UPDATES
[Update] Intro freefall improved - missing scene added. Still much more polish and a surprise to come later.
[Update] Freefall Suit Convo Manager is now added at the same time as "What is going on?!", when the player lands to lessen overloading the player at the very start of the game.
[Update] Top of Tower 2 patrol nodes improved from player feedback. Tweaked node wait times.
[Update] Some balancing adjustments to EM and Utility Energy yields from element containers.
[Update] Added proper Nanite Ambient sounds to Hotel Tower 3.
[Update] Level design improvements to Hotel Tower 3 -- addresses issues of elevator shaft and long vertical vent that could cause players with no utility energy to get stuck.
[Update] General fixes and changed conditions to high level Talk Anywhere. It should now be a bit less fidgety to talk anywhere to enemies.
[Update] Brush crunch sound volumes have been properly placed in the Hotel Park.
[Update] Using fancy name instead of actor ID for alignment change indication.
[Update] A little “up arrow” icon is now displayed over each potential upgrade, making upgradable stats much clearer.
[Update] Tweaks to CMC dialog heard when landing after missing the roof.
[Update] Some slight geometric fixes to TopExt. Helping AI pathing. Added a special walkable blocking volume near BPs_Ladder_LadderBP26 so even if the ladders still don't play along nicely with their enhanced push, the player can still leave that area.
[Update] Implemented CEAR upgrades for blast range and blast utility usage over time
[Update] Added and changed up a few of the TopExt Save spheres
[Update] Added a turret to the first vents of Hotel Tower 3 so players can't venture too far without equipment.
[Update] Fixed some scripting logic in Hotel Tower 3 so Malcolm doesn't just stand there if the player leaves through the vents before he finishes.
[Update] Modified a few Bishop Death ending descriptions.
[Update] The TopExt music now fades out once the player enters Hotel Levels.
[Update] Better organized the talk anywhere system to stop combat in TopExt
FIXES
[Fix] Save Spheres now disable and then enable when a player loads, or unloads a level. This prevents major breakage from occurring for saved games that were created by the player while levels were streaming in our out
[Fix] Level design updates fixing two player "softlock" possibilities in HotelTower3 (including a new toggleable fan to go UP a long vertical vent section).
[Fix] Added some missing automap sections of the Tower3 elevator shaft
[Fix] Worked around a bizarre “as yet not fully solved” bug where loading into the roof from just certain save spheres would cause Elon to become invisible
[Fix] Moved rooftop Save Sphere that would cause the player to be stuck when loading.
[Fix] Fixed major issue where sections of the lobby would stream in while in the WaterHub or the TTCore, causing all kinds of broken havoc.
[Fix] Fixed major save/load bug where a level that had all combatants cleared out of it would spawn combatants again after loading. (thx to FordGT90Concept for save file!)
[Fix] Fixed Icer scene logic that plays when Squad Leader C is no longer present in game world.
[Fix] A bunch of major issues transitioning between the WaterHub and the Lobby fixed.
[Fix] Various issues with levels not streaming in correctly in the WaterHub fixed
[Fix] Fixed issue where sections of the Lobby could be streamed out erroneously
[Fix] Important fix for the Icer scene where in some easily achievable scenarios, the player could be locked into the icer scene effects. Friendly lock on, strange audio (likely video) effects active.
[Fix] Prevented a repeating conversation if the player loads in TopExt after the rooftop has been sabotaged, but they did not get the mission to find Elon from Wade.
[Fix] Moderate geometric fixes in the Hotel Lobby.
[Fix] Fixed issue with upgrading indication not working for more than one item at a time
[Fix] Various NPC alignment related bugs and quirks cleaned up
[Fix] Fixed some geometry in G11_WaterHub_LowerRooms_Transition to make movement between the levels far easier.
[Fix] Added ambient to dilated sound class master
[Fix] Hiding CMC and conversation manager if the CMC is not equipped
[Fix] The iDGi-1 tunnel found at the bottom of TTCore is now accessible as it’s supposed to be
[Fix] Fix for repair thresholds being zero'd on first spawn with broken items (which caused, among other issues, instantly “repairing” gear by putting them into a storage unit)
[Fix] Ensuring loaded armor gets their max health values set based on upgrades
[Fix] Fixed some TopExt VentMaze issues where some wind boxes could cause situations where players could get stuck.
[Fix] Turret inside TowerA can no longer erroneously engage soldiers if the TowerInside sub-level wasn't loaded.
[Fix] Only the player will now trigger the security turrets CMC line.
[Fix] Unrepairable Mysterious Device is no longer required to be repaired for the Repair equipment mission to be completed.
[Fix] Talk anywhere [44] ("Hey, why aren't you shooting at me?") gets properly removed again when combat initiates, or when talkables are registered as unavailable
[Fix] Fixed collision of the TT Core level's 'elevator' platforms.
[Fix] Fixed a strange bug where sometimes the Hotel Lobby earthquake and missions could repeat
[Fix] Fixed some geometry that prevented players from entering an important vent in Hotel Tower 3.
[Fix] Fixed the on/off state of a very vital fan in Hotel Tower 3.
[Fix] Fixed some phantom geometry in the Lobby (ongoing)