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Gloomwood News

Thank You... Now What's Next.

Hello, good doctors of Gloomwood.

Quite a week it's been, aye?

Since releasing Gloomwood into Early Access, we are thrilled to report that it has become New Blood's fastest selling title EVER. Eclipsing the launches of DUSK, AMID EVIL, and even the mighty ULTRAKILL.

Turns out the immersive sim genre isn't so CURSED after all.



But while we'd love to celebrate, this is no time to rest...

We've been gathering your feedback from everywhere you've spilled it, and we've heard what you want from Gloomwood.

This is Early Access after all, and if you're familiar with the way we do things around here, then you'll know that we're committed to building our games WITH you, the players. Because that's how you make better games. Isn't it?!

You've told us you want MORE CONTENT and MORE DIFFICULTY OPTIONS.

And we're going to give it to you.



Today we're releasing a small update that adds some balance tweaks and other goodies...

GENERAL

- Increased stealth benefit from Lean action as long as body is obscured
- Tweaked AI vertical vision to reduce spotting players directly above
- Increased the size of safes to allow players to hide in them
- Added a certain special Looking Glass-style code for safes
- Adjusted ammunition/supplies on all difficulties

DIFFICULTY: FULL MOON

- Incoming player damage set to 150%
- AI combat movement speed increased to 120%
- AI attack speed increased to 120%
- AI projectile speed increased to 120%
- AI sight angle modifier increased to 110%
- AI sight range modifier increased to 110%
- AI hearing radius modifier increased to 120%

ENEMY: AXE WOODSMAN

- Increased speed of axe windup and recovery
- Receives a significant movement speed boost when in close proximity to their target

ENEMY: RIFLE HUNTSMAN

-Increased maximum rifle shooting distance to 30 meters (from 15)

ENEMY: FISHDOG

- Bite damage increased to 15-18 (up from 10-12)
- Recieves a movement speed boost when in close proximity to the target
- 'Bark' sound can now be heard from further away (including from other Fishdogs)

NEW ENEMY VARIANT: ARMORED HUNTSMAN

- Does not receive backstab damage from the Canesword
- Immune to physical damage in the torso/head region and resistant to physical damage elsewhere
- Resistant to bullet damage in the torso/head region



LEVEL: FISHERY

- Added inventory manual note that documents all special inventory actions
- Added additional secret area

LEVEL: MINES

- Added additional Fishdogs on the higher difficulties
- Added Armored Huntsmen on the higher difficulties

LEVEL: LIGHTHOUSE

- Tweaked tavern exterior and cellar geometry and added note to improve flow and lore
- Tweaked AI patrols to feel a bit more natural
- Added Armored Huntsmen

BUGS

- Fixed Brightness menu slider arrows not working correctly
- Fixed issue where Brightness menu contrast images would not factoring base contrast correctly when first opening
- Fixed issue where AI would fail to load task queue correctly and walk in place on load
- Fixed issue where AI would cancel search unexpectedly
- Fixed save/load issue with AI failing to return to leash
- Fixed issue where AI conversations would not resume correctly when loading a save
- Fixed issue where Fishdog bark/howl teasers would continue to play after they are disabled
- Fixed key for padlock along Lighthouse coastal path not having correct id/description tags
- Fixed issue where tutorial prompts would appear even with tutorials turned off
- Improved handling of broken/corrupt user.ini parsing
- Set default text culture to Invariant Culture to help prevent non-English OS issues
- Fixed various null refs and potential crashes

[h3]But that's not all...[/h3]

You asked for it, so you're gonna get it. And probably sooner than you think.

BLOOD MOON difficulty will feature harder (and more armored) enemies, more alert AI, limited saves and more tweaks to make your experience in the accursed town of Gloomwood... just that.



But we haven't forgotten the people that want more lenient options as well. So SOON we'll also be working on Crescent Moon difficulty and Lunacy (custom) Difficulty which will allow for QUICKSAVING plus easier enemy encounters as well as MORE health and ammo to find.



But tweaking the balance in a stealth game like Gloomwood is understandably hard for a small team like ours, so we're going to need YOUR HELP.

We're going to be opening up a Public Testing Branch for Gloomwood that will allow you to test these difficulty changes before they go live in order to give us feedback and let us know if we're doing it right!

We hope you'll use this opportunity to help us continue to make Gloomwood the best experience it can be for players of ALL skill levels.

[previewyoutube][/previewyoutube]
We'll see you SOON™ doctors.

https://store.steampowered.com/app/1150760/Gloomwood/

https://twitter.com/NewBlood https://twitter.com/TafferKing451 https://twitter.com/DaveOshry https://twitter.com/DUSKdev

Gloomwood is too good to play unfinished




It's not often that I'm so immediately into a game that I follow its development as closely as possible, but that's the effect Gloomwood's demo had on me when it appeared on Steam in 2020. Good immersive sims only come around once every few years so I take what I can get, but that brief vertical slice convinced me that New Blood Interactive has something special here: a neo-victorian stealth game with the vibes of Bloodborne and the backstabs, shadow hopping, and constant vulnerability of Thief...
Read more.

Patch Notes v0.1.216

General
  • Brightness slider maximum value increased to 5.0 (from 1.0)
  • Gamma slider now capped at -0.5/0.5 (from -1.0/1.0)
  • "Secondary Fire" now rotates the active inventory item clockwise in addition to "Lean Left/Lean Right"
  • "Escape" now closes the active readable and journal menu
  • Pickup "Cheesewheel" now restores 15% health (up from 5%)
  • Highlighting an empty button presser will now show a 'ghost' placement of the button if present in inventory


Area: Fishery
  • Added additional health syringes, food items and Undertaker slug rounds on both Half and Full Moon difficulty


Fixes
  • Look sensitivity slider now correctly saves values up to 12.0
  • Anti-aliasing now correctly saves the value when set to 2X samples
  • Fixed issue with contrast slider not correctly applying contrast setting
  • Fixed issue where rapidly closing the journal could break control state while opening the inventory
  • Fixed issue where note text would disappear if going from a multi-page note to a single page note
  • Fixed issue where mantling an openable window would cause mantle to get stuck
  • Fixed issue where elevators could get stuck crushing an AI's corpse or giblets
  • Fixed issue where Handlantern brightness would persist when swapping to a two-handed weapon
  • Fixed issue where stacks of Leg Traps could not be split in the inventory
  • Fixed issue where saves could not be loaded due to a bug with AI task queue data
  • Improved "Carriage" prop model and collision to correctly block AI attacks and pathing, and light flares
  • Allowed both lamps on "Carriage" props to be individually shot out
  • Changed "Lightmap Quality" labels and set the config default to "Medium" to give better presets to new players
  • Phonograph room music blocking triggers now work correctly
  • Removed Application.isFocused check to help players whose look control is dropped randomly

GLOOMWOOD EARLY ACCESS BEGINS

SURPRISE, DOCTORS!


[h3]We're launching Gloomwood Early Access a day... early.[/h3]
[previewyoutube][/previewyoutube]
[h3]So what are you waiting for?[/h3]

[h2]EMBARK NOW:[/h2]

https://store.steampowered.com/app/1150760/Gloomwood/

ONE DAY REMAINS

Be sure to wishlist and follow to know EXACTLY when Gloomwood Early Access begins.

Thank you to everyone who supports New Blood and has been following Dillon and the team's progress over the years.

We've said it before and we'll say it again...

THIS, is only the beginning.

https://store.steampowered.com/app/1150760/Gloomwood/