diff --git a/leitfaden.typ b/leitfaden.typ
index a7ee08c9e2a1de33dcf3fa178ff3e69aa0bbe283..236646ca69f27897a4a9d7834f72fbbac13527a4 100644
--- a/leitfaden.typ
+++ b/leitfaden.typ
@@ -118,7 +118,7 @@ When trying this for a collider, it is called _Shape Casting_.
 The game engine loads required assets on startup and then enters the main loop.
 In every frame, the loop will go through several stages (usually this includes `PreUpdate`, `Update`, and `PostUpdate`),
 giving scripts the opportunity to act in these stages.
-There is also a special stage called `FixedUpdate`, that is called with a fixed interval between all invocations, independently of the game's frame rate.
+There is also a special stage called `FixedUpdate`, that is called a fixed number of times per second, independently of the game's frame rate.
 After each iteration of the main loop, the engine will render the world to the screen.
 During rendering, the engine might also perform post-processing steps like antialiasing#footnote[See https://docs.godotengine.org/en/stable/tutorials/3d/3d_antialiasing.html for Godot's options].