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Gloomwood News

The Tavern is OPEN

[h3]Foolish doctors. You dare tempt fate yet again?

The Slaughtered Goat Tavern is NOW AVAILABLE for you to enter.

If you dare...[/h3]

[previewyoutube][/previewyoutube]
Indeed, this latest update to adds the much anticipated tavern level to the cliffs of Gloomwood.

And as you can see, it's much more than just a rotten old building to explore. Inside is the deadliest foe you've yet to encounter. And the son of a bitch has the key to get out.

Steal it from him, take it off his corpse, turn tail and ignore the tavern all together. It matters not. You'll never survive the night. Not on Blood Moon anyway.



However, this update also adds the more lenient CRESCENT MOON difficulty. With easier enemies, more resources and yes, yes...

[h3]QUICKSAVING. (F6 / F9)[/h3]



(You can also use quicksaves for higher difficulties in the user.ini by setting AllowQuicksave 1, you filth)

On top of that are all new terrifying animations for the huntsmen, some new and improved voice lines, interactive telescopes, improved mantling, fixes, changes, additions and more.

[previewyoutube][/previewyoutube]
Thus ends our updates for Gloomwood in 2022!

Since our Early Access launch just a short 4 months ago we've been hard at work taking your feedback and applying it directly to the game's development. And this last update for the year is a tribute to that.



We hope you enjoy it, continue to enjoy Gloomwood, and are happy to keep contributing to it's continued development and success.

[h3]We'll see you all in the Market District in 2023.[/h3]

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

FULL PATCH NOTES

Gloomwood Early Access Changelog v0.1.219

GENERAL

  • Telescopes are now interactable and can be used to view into the distance:
    + Use interact to enter/exit the telescope view
    + Use mouselook to turn the telescope
    + Use the mouse wheel to zoom in/out
  • Hanging ceiling lamps can now be destroyed by Undertaker slug rounds and other projectiles
  • Stove grates can now be opened and used as a fire source
  • Explosive barrels now deal 500 damage (up from 150)


QUICKSAVE / QUICKLOAD

  • Currently limited to Crescent difficulty
  • The option 'AllowQuicksave' in the user.ini will allow quicksave and quickload on any difficulty
  • This option will be integrated into the upcoming Custom Difficulty settings
  • Quicksave slot added to Save/Load Menu
  • Bound to F6/F9 by default and can be changed in user.ini


NEW DIFFICULTY: CRESCENT

  • Easy difficulty for those who want a more relaxed/exploratory experience
  • 50% incoming damage against Player
  • 80% of normal footstep audio range
  • Max health/ammo pickups
  • Low AI presence
  • 70% AI combat movement and attack speed
  • 70% AI projectile speed
  • 80% AI sight angle
  • 90% AI hear range
  • Allows quicksaving (F6)/quickloading (F9)


AI: HUNTSMEN

  • Huntsmen animations have been reworked to better capture their sickly, menacing nature
  • Huntsmen footstep and death fall sound FX have been reworked
  • Axe Woodsmen can now close the gap with a running axe charge attack


NEW AREA: TAVERN INTERIOR

  • Added the tavern interior area connected to the coastal cliffs
  • Beware what lurks within!


AREA: FISHERY

  • Added a telescope in the boat house attic room
  • Detailed the Foreman's office
  • Moved the front warehouse door controls to the Front Office and added signage
  • Improved cliff clipping


AREA: COASTAL CLIFFS

  • The shotgun pickup has been moved into the Tavern
  • Tweaked the pathing of a few areas to improve AI navigation


BUGS

  • Improved mantling to allow easier access into higher crawlspace areas
  • Fixed an issue where save slot 0 could be overwritten
  • Fixed issue where lean spam could be used to bypass geometry collision
  • Fixed issue where unloaded ammo quantities would be incorrect when converted to pickup form
  • Fixed an issue where the occlusion portals in the Coastal cliffs area occluded incorrectly
  • Fixed an issue where AI last contact time was calculated incorrectly and they'd lose the player too quickly
  • Fixed various issues with AI search, patrol and chase pathing
  • Fixed various issues with AI door handling
  • Fixed an issue where Huntsmen Axe attacks were not sound propagated correctly
  • Fixed rare null reference with lock orientation during fire fx
  • Fixed issue where small gems could not be unpacked

Patch Notes v0.1.218

General
  • Adjusted "Load Game" menu to support multiple save slots
  • Starting a New Game will automatically select the next available slot
  • Added 'Vision Cones' dropdown options in "Gameplay" settings to adjust huntsmen vision cones
  • Added 'Raw Look Input' toggle for certain users with raw mouse input issues
  • Increased holstered run speed by 12%
  • Added run speed transition delay when landing from a jump
  • Adjusted Undertaker 'Slug' texture to be more visible when loaded
  • Physics type 'Book' now has an audible impact sound that can be heard by enemies
  • Physics type 'Metal_Small' audible sound type increased from 'Minor' to 'Moderate'
  • Increased audible distance of 'Metal Footstep' to 14 (from 12)
  • Increased audible distance of 'Tile Footstep' to 14 (from 12)
  • Added new footstep type for 'Leaves'
  • Added moon to all skyboxes


Difficulty: Blood Moon
  • More numerous and difficult enemy presence
  • Low ammunition and health pickup presence
  • Incoming player damage set to 200%
  • Player footstep sound range increased to 250%
  • AI combat movement speed increased to 135%
  • AI attack speed increased to 135%
  • AI projectile speed increased to 135%
  • AI sight angle modifier increased to 120%
  • AI sight range modifier increased to 130%
  • AI hearing radius modifier increased to 130%
  • Some key items moved to more difficult locations
  • Saving progress at Phonograph requires and consumes 1 Wax Cylinder
  • Visual changes to the sky/world


Enemy: Rifle Huntsman
  • Increased audio max range of hunting rifle shot to 30 to match the increased range


Area: Coastal Caverns
  • Redesigned the Fishdog pond area to flow better and be more dynamic
  • Improved sound propagation in kennels area to prevent false AI alerts


Area: Coastal Cliffs
  • Added new beach path to first abandoned house
  • Added new Dilapidated Chapel area to the bottom of the lake valley
  • Added a drawbridge shortcut to make return trips to the earlier half of the area faster
  • Added rope beams to add new routes and make climbing out of the ocean easier
  • Various detailing and signage additions


Performance
  • Disabled 3D Skybox rendering in some underground areas to improve performance
  • Improved the memory handling of persistent and level state system


Bug Fixes
  • Fixed an issue where AI could bypass lure target limits when loading a save
  • Fixed an issue where AI would propagate incorrect footstep material sounds
  • Fixed various gaps/holes in the world geometry
  • Fixed issue where incorrect active weapon crosshair would be loaded from save
  • Fixed issue where physics items classified as 'Physics_Small' could be mantled
  • Fixed issue where thrown physics could be mantled
  • Fixed issue where pickup item quantity was reset when inventory was full
  • Fixed issue where pickups like dropped rifles would regenerate their loaded count on load transitions
  • Fixed issue where changing ammo while inventory was full would delete the excess ammo instead of dropping it
  • Fixed issue where Undertaker sight projector would render on the floor if loading a save with it holstered
  • Luggage case will now properly place in front of the player when hidding under a table or platform instead of above
  • Fixed Slaughtered Goat enemy teaser audio sound not playing

The Blood Moon Rises

Be careful what you wish for, Doctors.

You wanted a difficulty that would push you to your limits, test you, put the survival back into this immersive survival horror experience.

Well you're about to get it.



Today we're introducing BLOOD MOON difficulty.



  • More numerous and difficult enemy presence
  • Low ammunition and health pickup presence
  • Incoming player damage set to 200%
  • Player footstep sound range increased to 250%
  • AI combat movement speed increased to 135%
  • AI attack speed increased to 135%
  • AI projectile speed increased to 135%
  • AI sight angle modifier increased to 120%
  • AI sight range modifier increased to 130%
  • AI hearing radius modifier increased to 130%
  • Some key items moved to more difficult locations
  • Saving progress at Phonograph requires and consumes 1 Wax Cylinder
  • Visual changes to the sky/world


We've also made some nice quality of life changes that you should take note of:

  • The "Load Game" menu now supports multiple save slots
  • Starting a New Game will automatically select the next available slot


We've added 'Vision Cones' dropdown options in "Gameplay" settings to adjust huntsmen vision cones

(COLORED, MONOCHROME or OFF)

  • Added 'Raw Look Input' toggle for certain users with raw mouse input issues
  • Increased holstered run speed by 12%
  • Added run speed transition delay when landing from a jump
  • Adjusted Undertaker 'Slug' texture to be more visible when loaded
  • Increased audible distance of 'Metal Footstep' to 14 (from 12)
  • Increased audible distance of 'Tile Footstep' to 14 (from 12)
  • Added new footstep type for 'Leaves'
  • Added moon to all skyboxes


And in addition to some added secrets and improved areas, we've also expanded the cliffs with a new beachside path and sunken chapel. Even a new draw bridge to let you backtrack more easily...



But what's NEXT, you ask?

Well we'll be working on Crescent Moon (and custom) difficulties which will include the ability to quicksave / quickload

As well as brand new animations for the huntsmen:

[previewyoutube][/previewyoutube]
And of course, The Tavern.



The beast inside is just DYING to meet you.



We hope that you enjoy this new challenge and that it gives those of you who've been asking for it the Gloomwood experience you've sought after.

And for those of you still waiting for new options and content? We can only say what we always do...

This is only the beginning. And you'll be hearing from us again SOON™

https://store.steampowered.com/app/1150760/Gloomwood/
https://twitter.com/NewBlood https://twitter.com/TafferKing451 https://twitter.com/DaveOshry https://twitter.com/DUSKdev


TL:DR

  • New super hard difficulty
  • More save slots
  • Enemy vision cone options
  • Improved areas
  • New areas
  • GLHF

Patch Notes v0.1.217

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
  • Received 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)
  • Received 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
  • Tweaked AI patrols to feel a bit more natural
  • Added Armored Huntsmen


Fixes
  • 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

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