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Gloomwood News

Patch v0.1.306

General
  • Improved cache handling of shader variants to reduce shader compilation stuttering
  • Improved memory handling causing performance and stuttering issues over longer play sessions
  • Creatures will now attack the Doctor if repeatedly attacked even while in an allied Beastform
  • Creatures will now attack each other after repeatedly receiving friendly fire by other allies
  • Replaced static medicine and alcohol bottles throughout the game world with interactive pickups
  • Improved the visual FX of claw and blade trails for most creature attacks
  • Added bundle variants for flaregun bolts and harpoons


Doctor
  • Added Beastform Doctor corpse carry viewmodels
  • Added Beastform Doctor swim animations
  • Fixed shortcut slots not being cleared correctly and causing slotted weapons to change
  • Fixed Canesword and Bonesaw guarding not always blocking attacks from very close enemies
  • Fixed Bonesaw guarding not always playing the guard fx
  • Fixed Bonesaw draw not being correctly flagged as a one-handed action
  • Fixed fall damage not being correctly calculated while in a non-Batbeast form
  • Fixed issue where repeatedly mantling/jumping in Batbeast Form could prevent attacking
  • Fixed Crowman Beastform light gem not reading lighting data correctly
  • Fixed Goatman Beastform getting stuck when exiting transformation while in a low ceiling area
  • Fixed force physics when gibbing enemies while in Beastform
  • Fixed weapon redraw not working when exiting Beastform in some scenarios
  • Fixed some viewmodel lighting having incorrect light anchors
  • Fixed handlantern viewmodel not having a correct animated motion configuration
  • Fixed issue where Journal rendering when multiple inputs were pressed


Coast Fishery
  • Increased the size of the cabin chimney
  • Added handles to many of the interactive slanted window types
  • Locked off the vent room beneath the cargo room... for now


Coast Caves
  • Fixed wooden barricade being breakable by the Canesword and Bonesaw


Coast Cliffside
  • Increased the size of the Lighthouse chimney
  • Fixed 'Research Diagram' not correctly spawning when the laboratory opens
  • Fixed laboratory bookshelf not correctly flagged as platform for its books
  • Fixed roombrush in laboratory causing some dropped items to be silent


Coast Tavern
  • Huntsman corpses can now be carried or gibbed for body parts
  • Fixed Goatman being able to jump through the attic door and elevator shaft if blocked


City Market
  • The chimney in the first Manor now connects properly to the outside
  • Added handles to skylights to the blood altar room
  • Improved texturing in the blood altar room
  • Crucified Goatman will now spawn correctly on load and can be gibbed for body parts
  • Fixed incorrect localization id for Market Waterfowl Tavern key
  • Fixed elevator to the Emerald Terrace sometimes instantly moving back to its initial position


City Market Shop
  • Fixed issue where using primary fire could trigger the buy action in the shop
  • Fixed some items would not correctly print out on the Merchant's shop receipt


City Underport
  • Fixed blood rain not correctly triggering on Blood Moon
  • Improved performance of rain in some scenarios
  • Added weather exclusion zones to some areas that should be blocking rain
  • Fixed issue where mantling out of the electrified water at Lampfire Power Station would not clear the damage trigger


City Underport Hive
  • Fixed Countess dialogue focus volume not being reset if player skips the Seal
  • Fixed some lightmap issues in the exit saferoom


Bug Fixes
  • Fixed New Game and Load Game not working correctly if a incomplete save is found in the save folder
  • Fixed issue where flaregun projectiles would incorrectly bounce off surfaces or not affect targets
  • Fixed projectile force not always pushing targets in the correct direction
  • Fixed windows blocking projectiles even after being destroyed
  • Fixed an issue where AI could path through a closed door if near a steep incline
  • Fixed issue where Fishdogs and Rats could not hear player footsteps while sleeping
  • Fixed Crowbeasts not being immune to acid damage (like from exploding eggs)
  • Fixed metal doors and pickups not being marked as indestructible
  • Fixed wooden planks not playing destruction fx
  • Fixed issue where door crushers could damage entities that aren't the active blocker
  • Fixed issue where traps could make non-flesh physics objects bleed
  • Fixed flaregun light beam not correctly disabling when loading or transition levels while holstered
  • Fixed issue where AreaPortals wouldn't correctly render the fog plane
  • Fixed issue where air bubbles would not appear underwater in some bodies of water
  • Fixed issue where sliding on a steep slope wouldn't limit contact momentum
  • Prevent climbables from being grabbed while in Noclip mode

Gloomwood's research update transforms it from Thief with guns into Dishonored with mutations, letting you inject dissected monster juice into yourself to gain their powers




We still don't know the real name of Gloomwood's doctor protagonist, but I'm beginning to suspect it might be 'Jekyll' given what he gets up to in the game's new Research update. This latest addition to New Blood's Thief-inspired immersive sim folds in some game-changing abilities, which you essentially steal from Gloomwood's enemies in the grisliest manner possible...
Read more.

Patch v0.1.305.02 (Hotfix #1)

Patch v0.1.305.02
Bug Fixes
  • Fixed an issue where some old saves would not load area transitions with out of date data
  • Fixed some pickups not setting the correct loaded quantity
  • Fixed metal crates not being destroyed by door crush triggers
  • Fixed armor huntsmen missing some innate physical resistance

Patch v0.1.304.28 (The Research Update Pt. 1)

Patch v0.1.304.28
General
  • Research system has been added! Enter the mirror realm and take the passage to the lighthouse laboratory to start concocting
  • A dark presence grows inside the Doctor, and it yearns to claw free
  • The journal has received a rework, now having diegetic hand animations and new art and quality-of-life adjustments for each section
  • The tabs for the journal can now be selected with the 1-6 Weapon Select keys
  • The area selector for the 'Files' section of the journal can be rotated with the 'Lean Left' and 'Lean Right' keys
  • The journal health and mind meters will now show 'Excellent' when the player is at max value
  • The Bonesaw melee weapon has been added, a new melee weapon with heavy damage and the ability to cut up corpses, but lacks the canesword's sneak damage bonus
  • Enemies now stagger based on an internal poise system instead by random chance. Faster weapon attacks (like canesword swipes) should now consistently
    trigger enemies to stagger when used in rapid succession
  • Improved entity defense and damage handling to ensure better consistency
  • The Flashbomb stun time has been increased to 8 seconds (from 6)
  • Improved the throw animation of the Chokebomb and Flashbomb to sync up with the input
  • Reworked the art of the default syringe
  • All enemies now have pickup and item giblet types
  • Improved hit detection of player melee weapons and attacks
  • Improved handling of canesword and bonesaw chained attacks
  • Improved swimming and water transitions
  • The action log will now inform which item was dropped if not enough space was found
  • Increased ambient brightness on some key types
  • Improved Goatman walk animation
  • Improved effect textures for some melee trails
  • Added a sound cue that plays when entering a new district for the first time
  • General performance and art improvements


Coast Fishery
  • Added an ingredient stockpile to the Fishery main building


Coast Cliffside
  • Fixed issue where the waterfalls could clip the player into the cliff wall


Coast Cliffside
  • The Doctor's Laboratory will now become accessible after visiting the Mirror Realm


City Market
  • An ingredient stockpile has been added to Dr. Thatherson's Apothecary
  • The Drunken Waterfowl tavern has been opened
  • The crucified Goatman can now be gibbed


City Market Shop
  • The 7x5 Inventory Upgrade is now available upon arriving at the Merchant's Shop


City Underport
  • An ingredient stockpile has been added to Van Der Meer's warehouse
  • Fixed an issue where the electrified water in the Power Station would not correctly electrocute enemies
  • Improved AI pathing to allow non-leaping enemies to reach the basement level of the Power Station
  • Fixed Gate 3 not correctly getting jammed visually when activating it from the Control Room


City Underport Hive
  • A new secret exit has been added
  • The sideroute from the archeology digsite now has a deployed rope to aid players who skipped the harpoon gun
  • Fixed issue where corpses would not always break falling damage


Dimension Mirror
  • Fixed incorrect baked directional lighting
  • Fixed issue where the player could get stuck in the falling teleport plane


Bug Fixes

  • Fixed issue where crowking corpses would spawn crowmen giblets
  • Fixed issue where carried burning objects would incorrectly clear its instigator
  • Fixed issue where rats could get stuck in bidirectional rat holes
  • Fixed issue where thrown projectiles would sometimes not be parried or deflected correctly
  • Fixed an issue where huntsmen rifles would not sometimes have a pickup round in them
  • Fixed issue where AI footsteps would not register sound traps (like shattered glass piles) correctly
  • Fixed issue where the Gold Crank from Van Der Meer could not be carried without an inventory
  • Fixed issue where the shortcut elevator gate in the Underport canal would not open
  • Fixed issue where the Goatman would not receive crushing damage from elevators
  • Fixed issue where crosshair would incorrectly reset when drawing and undrawing a main hand weapon while the handlantern was raised
  • Fixed various chest opening clipping issues
  • Fixed some lamps not having a light flare

The Research Update

[h2]Doctor! The old laboratory at the lighthouse is up and running again.

Time to get to work...[/h2]

[previewyoutube][/previewyoutube]
Aye, Gloomwood research is finally here, and with it this accursed town will be changed forever... but so will YOU!

Collect body parts of the foul beasts roaming the city with your new BONESAW and bring them back to the lighthouse for... research.


Once you've done the proper research you'll be able to collect ingredient jars and craft serums that will allow you to TRANSFORM into these monstrosities!


You can currently research and turn into Goatmen (to become a walking tank), Bat Barbers (to jump oh so high and fall like a feather) and Crowmen (to move with super speed)

You can also buy the first suitcase upgrade earlier now, and the second one after the Hive. (for all those body parts you'll be lugging around)


Gain their powers, use them to get the upper hand on your foes and reach areas previously inaccessible to a mere man... or even blend in with your new... friends.


And as you may have noticed, the doctor's journal has also gotten a complete overhaul for this update.


Completely diagetic, of course.

[previewyoutube][/previewyoutube]
Right now research will unlock when you first get to the mirror dimension, but after the next update it will unlock a bit later as we'll be adding new enemy spawns (more to research, naturally) as well as passive bonuses, and the ability to research and turn into even more beasts both big... and small.

And since this is an immersive sim and you can play it however you want - research is, of course, completely optional.


As always, we hope you appreciate the monumental effort it takes to develop a game like Gloomwood.

There's plenty more to come... SOON™

https://store.steampowered.com/app/1150760/Gloomwood/
https://store.steampowered.com/bundle/47671/The_New_Blood_Stealth_Trilogy/