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Free game Days Without Incident is out now!

[p]Last month, at the 4 year anniversary of In Sound Mind, we announced Days Without Incident: A short, free horror title we've had hidden away since 2017. We took a side quest to wrap it as a proper game... and it's now ready. [/p][p]Days Without Incident is now out and available on Steam![/p][p][dynamiclink][/dynamiclink]This comes after last year, for In Sound Mind's 3rd anniversary we've released Nightmare House: The Original Mod for free on Steam. We love taking these side quests when we can, to give something back and show our appreciation to you guys for playing our games. [/p][p][/p][p]DWI x ISM art by desvid @Daveon64 on twitter[/p][p][/p][p]Days Without Incident is free, but if you haven't already, we'd appreciate it if you threw us a wishlist for the follow-up to the Nightmare House mod: a recreated and massively expanded version of the house that started it all. [/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Thanks so much![/p][p]Ido / We Create Stuff[/p]

In Sound Mind is 4! And a new tiny horror experience coming

[h2]Today, In Sound Mind turns 4! [/h2][p][/p][p]To celebrate this year we wanted to give you something special that's part of our history as a studio - Days Without Incident. [/p][p][/p][p]Days Without Incident was first built in 2017 as prototype, during the years when we at We Create Stuff were transitioning from experimental modding to full time devs. Days Without Incident was never released or revealed but, the ideas and mechanics later inspired psychological storytelling horror, In Sound Mind which released on the 28th of September 2021.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h3]Days Without Incident is coming this October for free![/h3][p]Make sure to give it some space in your Halloween playlist.[/p][p][/p][p]By desvid @Daveon64 on twitter [/p][p][/p][p]Set in the industrial town of Ebenflow, the game drops you into an abandoned metalworks factory, shuttered after a string of mysterious deaths. Rumours of poisoned water and strange growths linger, but your investigation forces you to confront the shadows left behind. It has been… how many days… since the last incident? The truth of that waits in the dark, but I don’t think the town wants to remember.[/p][p][/p][hr][/hr][p][/p][p]As we do every year, we want to feature just some of the artwork recently created by the community. We love this so much, keep creating![/p][p][/p][carousel][/carousel][p]By Pengv on Discord[/p][p][/p][carousel][/carousel][p]By Coconats, Insta: @the.coconats / coconats.neocities.org[/p][p]
[/p][p]By skelevoid on Discord/Tiktok[/p][p]Wide Steam post header image by gopsnippers on tumblr[/p][p][/p][p]Previous updates to explore:[/p]
  • [p]Check out the 3 year anniversary post, with additional WIP art and stories from the development of In Sound Mind.[/p]
  • [p]More artwork and information in the 1 year update.[/p]
  • [p]And finally, don't forget we're hard at work on Nightmare House and you can wishlist it below:[/p][p][/p]
[p][dynamiclink][/dynamiclink][/p][p]Thank you for playing ❤️ Stay tuned for our upcoming games. [/p][p][/p][p]Ido [/p][p]/ We Create Stuff[/p]

In Sound Mind was released 3 years ago today!

On September 28th 2021, we anxiously hit the release button for In Sound Mind.

We had no idea how the game would be received. A lot of the design was a leap of faith. In Sound Mind was also the first game we’ve released as We Create Stuff after many years of hiatus, and our first release on Steam. It ended up hitting Overwhelmingly Positive reviews
From the Mashed / jaimer_2d ISM AMV video

At We Create Stuff, we’re a few friends who like fiddling with games. We go back many years: Creating Flash games together in 2007 from our teenage bedrooms, releasing Portal: The Flash Version, then Source games with Nightmare House 2 in 2010... and then a few years later life just happened. We took a break. It wasn’t until 2018-2019 when the stars aligned again and we realized we weren’t done creating stuff. That turned out to be In Sound Mind.

I thought it would be cool to explore some work-in-progress screenshots from early In Sound Mind to celebrate the 3 year anniversary. Also, I can’t skip the incredibly talented artists in our community so check out some featured fan art below.

[h3]ːismFlashː The Flash / Elysium Forest[/h3]


The forest was designed to tell a story of a war, and Lucas's demons from that war. Lucas was lost, so we wanted to replicate that feeling in the forest. And then add the intensity, there’s a giant towering gun chasing you around.

A lot has changed as it developed. As you know, in every tape (chapter) you get a special weapon with its own mechanic reflecting the person’s experiences. Initially, we thought it would be interesting to give the player a rifle, based on Lucas’s story. But we felt like more guns isn’t the right approach (you already have a few at this point) and we explored the radio direction. The gun ended up on the giant tower that’s chasing you.



[h3]ːismBullː The Bull / The Quarry[/h3]


This area is special, because here we finally stepped out of the typical dark environment. This is an entire level in daylight (that still needed to pose some scares). The factory in the middle helped a lot adding to the scare factor, and when you’re outside, being bullied by a giant skull with a motor engine on fire was another. This level is where a lot of the story started coming together, telling Max’s perspective on Mayer and his personal family.



[h3]ːismShadeː The Shade / The Lighthouse[/h3]


Coming from the supermarket level, the experience in the lighthouse is very different. Starting at the beach, to the road leading up to the lighthouse, to the shipwreck and to the wharf, Desmond had a lot to process in this one. The theme was a play between light and darkness, telling Allen’s tale along while a moving, living hole in the ground swallowing entire cars is looking for its next target.

While recording Rainbow’s lines for this chapter, we had a “bon voyage” (goodbye in French) line just before cutting the rope holding your boat in the air. At some point, Mick, after recording multiple takes on this line, went for “bon voyah-gee”. This hilarious delivery actually ended up in the game, and there’s a 50% for Rainbow to say it.



[h3]ːismWatcherː The Watcher / Homa-Mart Supermarket[/h3]


Homa-Mart set the tone for the game as the first level, telling Virginia’s story and exposing Desmond to the oddities surrounding Milton Haven. It was originally designed as an open level, you can see we’ve even experimented with a map! But we later narrowed it down to make more sense and easier to traverse.

When designing the mirror shard weapon, we thought it would just be a tool to combat The Watcher. We then highlighted her presence in the shard. Then decided to highlight other enemy Inkblots too. Then why not collectible pills also? And weak points in enemies. How about some pareidolia in the factory. The mirror shard slowly developed to be the first and most important tool in your arsenal.



[h3]ːismDesmondː Milton Haven[/h3]

OK so here’s the definition of “easier said than done”. ISM’s first design was an open world horror. Below, you can see Milton Haven’s entire design. We even went as far as starting to concept and doing some of the early level design. Soon we realized given our budget, and desire to actually ship the game, we have to cut it down to a more linear experience. Still, ISM ended up being a respectable 10-12 hour game, with the hub building replacing the open area town. You might even recognize some spots below.



[h3]ːismDaveː Thank you x3[/h3]

We are by no means a big studio, but In Sound Mind’s is just successful enough to allow us to continue working on more games like it. And that’s all we wished for. This is thanks to you for playing, and the consistently amazing community around the game. I always find it wholesome to close with fan art (and even a shirt!) so check out this amazing stuff:

fluuutik / Denis Bykov

gopsnippers on tumblr

gopsnippers on tumblr

filee / file_364 on discord

skelevoid on discord

pengv on discord

[h3]Next game[/h3]

Oh also, we’ve just announced our next game- Nightmare House: Reimagined. It’s based on our 2010 Source mod, this time regimagined in UE5. A lot of what we’ve learned from ISM is going to be reflected on NHR and we’re super excited about it. Better yet, we’re also bringing the original mod, not reimagined, just as is, to Steam for free. If you’d like to support and keep track of the next release, wishlist them below. Patience and grace
https://store.steampowered.com/app/2744430/Nightmare_House_Reimagined/?curator_clanid=2797

[previewyoutube][/previewyoutube]

ːismToniaːːismToniaːːismToniaː

Ido
/ We Create Stuff team

Follow We Create Stuff

In Sound Mind update 1.06

Hello fellow Desmonds,

Just two weeks ago, we celebrated 1 year since release of In Sound Mind. We're still here, and we still watch you play, and read your reviews and admire your awesome fanart. Thank you so much, again, for playing and for your support
Today we release ISM version 1.06. This update brings an even smoother overall gaming experience with much improved game balance, hints, and some stability fixes to some rare bugs. Find the complete list below.

Please remember to follow us and leave a review to support the game!

Click below to read about the previous major update 1.05, including new Steam Community items:
https://steamcommunity.com/games/1119980/announcements/detail/3177864441038606995

[h2]Featured In Sound Mind Fan Art[/h2]

There's so much talent in our socials and Discord community, I figured we'd share some of it here!


Twitter: @Vladkonrad_


Twitter: @Nexus_Bex


Twitter: @fluttiko


Twitter: @biwazu

Follow our Twitter and join our Discord to explore more awesome community art. Feel free to add more in the comments to this post.

[h2]Changelog[/h2]
In Sound Mind 1.06.0929

[h3]General[/h3]
  • Improved shadow updates in several areas in the game, previously causing some shadows to remain even when their original shadow caster has disappeared. For example, Dave’s shadow in the locker room.
  • Fixed a rare issue causing some collected pills to not count properly and prevent the “Well Medicated” achievement from being triggered. In this scenario, players would receive all 5 individual pills achievements (one per area) but not the 6th for collecting them all (“Well Medicated”). New saves should not have this issue anymore. Existing saves that have experienced this issue will need to go into each tape at least once more through the office (go into the level after the transition area, and then hit “back to office” - no need to replay the entire tape) and then back into the hub. This will mark each level and trigger the fail safe fix and get the final achievement.
  • Tutorials should now properly clear when going through doors.
  • Fixed a bug causing the ranged Inkblots to miss the player 100% of the time in some cases.

[h3]Hub (Building)[/h3]
  • Fixed a rare issue causing the elevator to remain locked forever, causing a progression blocker. Going up to the rooftop should now properly reset the entire floor and prevent this scenario.
  • Fixed an issue causing the basement flood to not correctly drain in some older migrated saves.
  • Added a save point near the office.
  • Fixed the flare ammo spawner next to the Bull’s apartment.
  • The bombed photo from the Homa Mart photo booth now appears in Desmond’s office after interacted with.
  • Various game balance and user experience improvements around all hub floors.

[h3]Homa Mart (Supermarket)[/h3]
  • Fixed a rare issue causing the haunted carts to break.
  • Fixed an issue causing the collectible pill in the vending machine near the locker room to spawn below the floor.
  • Fixed a rare issue causing The Watcher to not get scared. The Watcher now behaves correctly when scared.
  • Fixed an issue causing the brother doll to be highlighted twice in the mirror.
  • Various improvements and balance fixes in the supermarket level.

[h3]Icarus Point (Lighthouse)[/h3]
  • Fixed a few rare bugs causing the Shade to not properly respawn during the warehouse and wharf sequences.
  • Fixed a few issues with the rolling collectible pills near the cliffs sometimes appearing when already collected, and incorrectly being highlighted in the mirror.
  • Made the jump from the moving container ramp in the wharf a little easier.
  • Fixed a trigger that prevented players who fell from the crane to die. Nobody survives that jump, not even Desmond.
  • The Shade should no longer be able to trigger the darkness and barrels inside the lighthouse with his projectiles, causing a softlock.
  • Few visual improvements to the bossfight at the top of the lighthouse, making it easier to understand what to do.
  • Burnt house back door will now properly open after the finale for easier exploration.
  • Various balance and user experience improvements in the lighthouse level.

[h3]Old Factory[/h3]
  • Fixed an issue causing some tutorial tips to appear and never go away.
  • Fixed issues allowing the ram wagon rotation to be stored in incorrect angles, making it float in the air and cause all kinds of shenanigans.
  • The Bull will now roam farther away from the trainyard center, giving players a bit of space when solving the first chip electricity puzzles.
  • Added an orange state indicator to the power chip boxes.
  • Chips will now highlight in the mirror much farther distances, so it’s easier to find where you left them when needed for a puzzle.
  • Better indications about where the suitcase needs to go in the conveyor belts room.
  • Fixed issues with the suitcase teleporter in scenarios it rolls off its tracks (resetting its position).
  • Streamlined a few tracks and blockers in the conveyor puzzle.
  • Added a save after solving the conveyor belts puzzle. It’s really annoying to die after a puzzle!
  • Added a small gap in the drain station so it’s easier to see the purpose of draining the quarry.
  • Pump stations can now be seen more easily from afar, shining through fog.
  • Added signs in the hanger showing which direction is the quarry.
  • Various improvements and game balance updates to the factory level.

[h3]Elysium Park (Forest)[/h3]
  • Fixed a few stutters caused by the flashback memories.
  • Softened the Radio Device’s sound pitch.
  • The rotating platform in the WTF area is a bit bigger and easier to jump.
  • Added some hints about looking at the stars at the WTF tower.
  • Fixed a rare issue causing the flashback and helmets to not correctly trigger near the watchtower gate.
  • Fixed an issue causing some flashback war effects to remain forever unintentionally.
  • The flare appearing next to the bunker entrance, after the visitor center sequence, will now remain to help point the player back to the bunker later on.
  • Added saves in the tents, next to collecting Lucas’s recorded memories. Prevents losing side quest progress when dying to the Flash.
  • Improved the Flash AI, giving the player a bit more space and varying his behavior.
  • Fixed a rare bug causing the lamps in the cemetery to not clear out darkness when activated.
  • Fixed a rare issue causing the gate after the radio tower sequence to remain blocked, now clearing it correctly.
  • On the last star sequence before forming the bunker code, the number 1 changed slightly to look less like 7.
  • Fixed an issue causing the Flash weak points to stay during the bossfight.
  • Antennas during the boss fight will now blink to make it clearer and draw attention as they should be triggered with the Radio Device.
  • Fixed a few rain triggers causing the rain to incorrectly start or stop.
  • Various forest level improvements and user experience updates.

[h3]The End (Finale)[/h3]
  • Initial platforming will now become slightly easier after failing the jumps twice.
  • Rainbow’s homing barrels should no longer spin around the player endlessly.
  • On Easy difficulty, there were not enough homing barrels to use to ram the gates. All difficulties now have the same amount of barrels.
  • Added direction hints about backtracking after the first Watcher tape.
  • Removed a drug puddle that was a bit too close to a save trigger near the Flash area.
  • Various Rainbow boss fight game balance and improvements, including spawned items and other helpers.


If you are reading this you are awesome. Thank you for supporting our small indie operation. Don't be a stranger and follow us here on Steam, or check our Discord community, or our Twitter page for any more updates and news from We Create Stuff.

Thank you ❤️
Team We Create Stuff

In Sound Mind update 1.05 - New 8 bit tracks from The Living Tombstone and more!

Hello fellow Desmonds,

We're excited to ship In Sound Mind patch 1.05 across all platforms today. This update brings further performance optimizations to the game, user experience improvements, bug fixes AND a few new secrets. In addition, we're launching Steam Trading Cards for In Sound Mind! There's a lot to go over, so let's get started.

Please remember to follow us and leave a review to support the game!

[h2]New Steam Cards & Community Items[/h2]

With this new update, we're also shipping Steam Points Shop items and Steam Cards. Including:
- 10 collectible Steam Cards, a full badge and foil badge.
- 10 emoticons ːismBullːːismEmptyːːismFlashːːismShadeːːismToniaːːismWatcherːːismAgentːːismDaveːːismDesmondːːismInkblotː
- 4 profile backgrounds
- 6 ANIMATED profile backgrounds!

Check out the Points Shop below:
https://store.steampowered.com/points/shop/app/1119980

And here are the Inkblot Steam Cards:


[h2]Further Optimization Improvements[/h2]

We hear your feedback, and we took the time to further optimize the game. After further inspection, we've identified that for most players, the game is experiencing CPU bottlenecks even on high end rigs with great CPUs. The biggest offender were the real time shadow calculations, which, before rendering, were taking a big toll on the CPU every frame. From this, we’ve refactored our real time shadows system over the course of the last few months. In addition, we've optimized certain boss AIs, inkblots, effects, and level logic to further bring down the CPU load.

Among our tests, we used an Nvidia 1070 GTX / Intel I5 7600k / 16GB rig on high settings to test the new update (1.05) vs the previous update (1.04) and could see improvement from 10-30% in average FPS, depending on the area, hovering 60 FPS. Areas with a lot of light and details were showing an improvement, whereas other areas saw a smaller improvement (but generally were lighter to begin with). Keep in mind, while this is a positive enhancement and should affect all game systems and rigs, it might affect each system differently so it's hard to guarantee exact numbers.



[h2]Changelog[/h2]
In Sound Mind 1.05.0511

[h3]General[/h3]
- 👾 There are now 6 hidden portable game systems scattered around the game, playing each features a brand new 8-bit version of a song by The Living Tombstone from the OST. Go hunt for them!
- ⏯️🎶 Added a new in-game animated video by Mashed, featuring the theme song by The Living Tombstone and accessible after finishing the game
- 🎴🃏 New Steam Community items and Steam Cards!
- Weapon switching is now significantly faster, improving combat experience during the late stages of the game when scrolling through an arsenal of 8 weapons. It's no longer required to confirm with an extra click when switching weapons
- Equipment UI now shows ammo count and renders the weapon red when it runs out of ammo
- Performance improvements, including optimizations to the real time shadow rendering system
- Additional optimizations to much of the puzzle and level logic across the game
- Refactored the enemy inkblots music system, addressing some edge cases causing their music to remain past combat.
- Mirror debris on the floor, indicating there's a Mirror Shard puzzle nearby, will only glow once and stay for longer
- Mirror Shard attack range increased
- When finishing a level, the final door now glows in the mirror from a distance
- The Radio Device features new lights indicating the device status
- Decreased the speed granted when consuming a Lure Pill, but increased its effect duration and improved on screen effect
- It's now easier to collect items under temporary barrel and boxes debris
- Added new enemy inkblot music when fighting the brute type
- Fixed a few animation issues causing enemy inkblots to stutter
- The enemy brute inkblot shields less often
- Enemy inkblot weakpoints now glow in red instead of green
- Crows now have red eyes and will properly react to noise
- 🏆 Added a failsafe system in case pills were collected and an achievement was not triggered correctly (previously could happen during old save migrations)
- Fixed a highlight issue when replaying a tape, causing specifically sequenced collectible pills (the pill in C1 photobooth, rolling pill in C2 cliffs, dropped pill in on the electricity pole in C3 near power station) to highlight incorrectly.
- Increased player controls while in mid-air, giving players more agency when platforming and especially in the finale tape
- Locked doors will now automatically open when unlocked with their corresponding key
- Many level bug fixes, balancing and tweaks across the entire game - more on this below
- Video settings added: Fog Quality and Texture Streaming
- Spotty volumetric fog, usually seen near windows, was improved and can be set via Fog Quality
- Fixed a bug causing saves not to write to disk properly when using a non-Gregorian calendar settings - more on this here https://steamcommunity.com/app/1119980/discussions/0/3185740024688663519/
- Various localization improvements
- Fixed a bug causing the Audio volume settings to not save correctly when closing the game
- Fixed a bug causing electricity wires to appear red in the Mirror Shared reflection even when they are correctly active after reloading a save
- Pressing ESC when viewing a note will first dismiss it rather than pause the game
- Fixed an issue causing the trees to not move in the wind
- Fixed a bug causing the contaminated water to appear low-quality
- Fixed a bug causing the game objectives text to wrap unexpectedly
- Fixed the locked basement door issue when starting a new game from the 2nd starting point
- Fixed wrong UI scales in the Load Game screen in some resolutions
- Various UI improvements and optimizations



[h3]The Building (Hub)[/h3]
- General performance improvements, lighting improvements and bug fixes in the hub level.
- Added a new portable game system in the hub! Go hunt for it.
- Added a telescope at the rooftop chill area.
- After completing a tape, a new postcard will now appear in Desmond's office wall showcasing the places he visited.
- Added a hint to the Flare Gun puzzle room as well as new Agent Rainbow graffiti.
- Moved the collectible pill from next to the Pistol parts quest note to the gas room nearby.
- We unhinged the Maintenance Room's door and threw it on the ground.
- There's now a red blinking light near ringing phones in the hub hallways, making it easier to spot which phone is ringing.
- Added an Unnatural Darkness puzzle in the Mail Room with a small reward.
- The building basement now floods after the third tape. Find a way to drain it to get new rewards!
- Vinyl records in apartments now glow in the Mirror Shard's reflection.
- At the introduction phase, when at the top floor, Your Office and Desmond's Apartment are revealed in two separate steps to make it less overwhelming.
- Switched between early Vitalyx and Enduramin collectible pills to make it easier to get at least one of each upgrade before the first tape.

[h3]Homa Mart (Supermarket)[/h3]
- General performance improvements, lighting improvements and bug fixes in the hub level.
- Originally, only the supermarket had a portable game system. It is updated to align with the new tracks.
- Further optimized the reflection in the large mirrors in the center of the supermarket.
- Fixed an issue causing The Watcher to sometimes scream randomly. It's ok, you can rest now.
- If you finish the tape and still have pills to collect, a new note appears encouraging to use the Mirror Shard to find them.
- In the power room puzzle (right before Dave's moment), we changed the letters to numbers to create better consistency across different languages. Tweaked the note hint a bit.
- The supermarket map now shows the maintenance doors in red.
- The collectible 4 dolls are now highlighted using the Mirror Shard.
- Moved the Pen and Sticky Notes item to the office, close to the window.

[h3]Icarus Point (Lighthouse)[/h3]
- Lighting improvements, bug fixes and overall performance improvements.
- Added a new portable game system somewhere in Point Icarus! Go hunt for it.
- Improved the visual effects of the red lighthouse beam hitting the player. Also optimized its performance.
- Minor balancing changes to the The Shade, making him a little faster the longer he chases you uninterrupted and made it easier to cast light on him with the Flashlight.
- Improved the lighthouse yard generator puzzle. Power lines are clearer, and the broken fuse box under the center spotlight is easier to see.
- Improvements to the boathouse puzzle making its mechanics clearer.
- Made the jump from the moving gantry crane slightly easier to perform.
- Improved the light bulb fight sequence, adding a doorway leading outside to the top of the lighthouse and additional visual hints during the fight.
- Added a new light indicator on the generator in the basement below the lighthouse so it's clear when the power is on without looking back.
- Moved the ending door to the tool room.

[h3]Old Factory[/h3]
- Lighting improvements, bug fixes and overall performance improvements.
- Added a new portable game system somewhere in the Old Factory! Go hunt for it.
- Added bigger signs and light indications around the entire level making exploration easier.
- Improved the power box puzzle at the yard center, right before the power station gate.
- Improved the train turntable puzzle near the beginning of the level. There's a better indication to blocked rotations, it's easier to see the climbable fence, and the gate buttons are clearer.
- Balance The Bull eyes HP, making it slightly easier to disable him.
- When The Bull first crashes into the train yard, the way to the loading zone is now blocked by a large wagon. It's still possible to go over it, but it's now harder to troll The Bull in this area.
- Climbing and platforming over the yard bridge is clearer and easier to perform.
- In the power station inkblot waves sequence, it's more clear that you can setup the electricity traps versus incoming enemies with some level changes and a new tutorial hint.
- The armory section inside the factory now requires a 3V chip. You have to work for your rewards!
- Improved the conveyor belt room sequence. There are fewer levers and the path for the suitcase was simplified. Added more loot to deal with The Bull and clearer path signs.
- Rebalanced the packing room battle (where the big Brute Inkblots appear), making some traps using Lure Pills and electricity clearer.
- When returning to the hangar area after crafting the Lure Pills, there's clearer indication that The Bull is right outside and using the Lure Pills might get him wrecking.
- Thrown Lure Pills will no longer dissolve in shallow water anymore.
- In the quarry near the pumping station, added water draining signs and visual effects when draining the quarry.
- Added a new tutorial hint in the quarry to remind about the Lure Pills speed benefits.

[h3]Elysium Park (Forest)[/h3]
- Lighting improvements, bug fixes and performance improvements
- Added TWO new portable game systems, somewhere in Elysium Park! Go hunt for them.
- Rebalanced The Flash spotlight HP and optimized it.
- Using the Radio Device on The Flash's weakpoints to stun it now has a cooldown before you can use it again.
- Improved signs all around the level, making them bigger and easier to spot.
- Mines are a little easier to disarm now.
- When The Empty calls via the Radio Device, the device now emits a radio static sound.
- Added three new gates in the forest with signs making exploration better.
- Sinking objects (like floating wooden planks in the swamp) will now shake the camera.
- The valve tool item will now remain in the inventory even after using it on all gates.
- Added a small tutorial teaching about the Radio Device and The Flash's jammers.
- Selecting stars in the skies using the Radio Device will now make the star blink so it's clearer which one you have selected.
- Added highlights and Unnatural Darkness on top of secret graves near the church.
- The radar in the final bossfight now has blue laser sight and the antennas around the radar are blue as well, making the bossfight mechanics clearer. The radar monitor was changed to an updating target locking indicator. Generally optimized this part of the level.

[h3]The End (Finale)[/h3]
- After Agent Rainbow wraps up his piano solo (damn isn't he good?) you can now interact with his piano 🎹
- Increase player controls mid-air in low gravity, making platforming better.
- Falling to the abyss during the fight no longer instantly kills, instead the player respawns and takes 10 HP damage. Agent Rainbow will still mock you for falling down 👀
- You can now retry to high-five Dave the mannequin by falling down and teleporting back at the cost of HP ✋ The mannequins will not leave you high and dry, and will stay until you successfully slap Dave's plastic hand or move on to the next area.
- Lowered the big punch attack damage and knockback radius.
- There's now more loot and healing items in the later phases of the battle. Removed battery loot from the finale as it's not needed.
- Rebalanced the final bit near The Flash tape.
- Fixed explosive homing barrels being able to pass through some objects such as gates.
- After Agent Rainbow is destroyed, it now rains for a few moments. Also his hat now drops, and you can put his hat on your head and hang around with it. For example, this is you with his hat on: 🤠

End of changelog.

And in the meantime, we'd like to feature some really good playthrough series of In Sound Mind!
https://www.youtube.com/watch?v=pKiUTdSmhTE
https://www.youtube.com/watch?v=PhX1TUaRUyI
https://www.youtube.com/watch?v=r8KF-zdzDv8&list=PLrVhyUnEQMV-cOvLMRdd3_uo0mWTcKxgz

Let us know in the comments if you have a favorite streamer or video series featuring In Sound Mind.

Don't be a stranger and follow us here on Steam, or check our Discord community, or our Twitter page for any more updates and news from We Create Stuff.

Finally, we want to thank you so much for your support since release. In Sound Mind was a wild ride for us at We Create Stuff. To us, with In Sound Mind we tried to push the boundaries of what a psychological horror game is- and it didn't come without its challenges! What we found is a big community of horror fans who are looking for just that kind of a special journey. So thanks again for giving us a chance. Until next time!

Thank you ❤️
Team We Create Stuff