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Labyrinthine News

Bugfixes and some small changes.

- Fixed an issue with levels resetting for some users
- Fixed an issue with being able to equip custom items while downed
- Fixed an issue where lighting wouldn't affect hats
- Fixed a generation problem with submazes
- Added localisation for trench objective
- Added some more anti-cheating measures
- Fixed a few lighting issues
- Fixed the pedestal puzzle in the bamboo forest, added the correct sounds
- Fixed an issue causing frame drops (particularly in the manor)
- Improved performance in manor
- Ghosts now ignore other monster collisions (this prevents them getting stuck on each other)
- Fixed a de-sync issue that could occur on the manor paintings
- Added collider to some doors in the manor
- Fixed an issue where controllers couldn't drag (cryptex/paintings)
- Fixed an issue where monsters could get stuck in certain mazes
- Fixed some localisation issues
- Fixed an issue that could occur with checkpoint loading
- Pigman's stun (after running into a wall) has been reworked to be less janky.
- Fixed some missing colliders in the sewer

The Case File Update

The Case File Update

This update focuses on bringing more depth to the case files and addresses the length of Chapter 5. Here's what has come to the game:

  • 4 new case files (maps) each with their own new monster.
  • Randomised objectives for most cases, for example you may now need to destroy effigies on the unkept hedges rather than find and place seals.
  • Daily Objectives that refresh each day.
  • A new in-game store.
  • Tickets.
  • Glowstick Skins.
  • Custom Cases.
  • Hardcore Cases.
  • Checkpoint system.
  • Chapter 5 rework.
  • A ton of fixes.
  • A ton of improvements to performance and visuals.
  • New sounds and misc QoL changes.
  • New Serverlist and public lobby options.
  • New level cap (lv100).


Let's go through some of these in more detail.

[h2]The New Cases[/h2]
Up first we have the four new cases.

Manor - Unlocked at Level 10

This spooky old manor has some surprises for those who dare to enter it's hallowed halls.

Bamboo Forest - Unlocked at Level 10

This once sacred forest is now home to an evil that taints it's ground.

Trenches - Unlocked at Level 15

The soldiers stationed here fled not from the enemy, but from the malevolent trench stalker.

[redacted] - Unlocked at Level 10

This one we will leave as a bit of a surprise for people to find for the first time.

[h2]Daily Objectives[/h2]


Daily Objectives bring a new set of challenges. These incentivize players to join each other's games and also give some direction as to which mazes are required.

[h2]Tickets, The Store and More![/h2]

As mentioned, tickets can now be obtained. They can spawn in any map so keep an eye out while exploring! You will also get tickets from completing daily objectives and regular case files.


What use is currency without somewhere to spend it? Welcome to the store! Here you can buy cosmetics as well as handy single use items that can be the difference between win or fail on those particularly difficult cases. Simply buy the item, equip it in one of your loadout slots and it will spawn in game by the backpack at the start. Right now, only the host can equip items in the lobby, but once in game, anyone can use them!

While it may appear limited at the moment, we will be bringing more items over time.


Tired of regular boring old glowsticks? Here's an example of what you can buy at the in-game store. They come in all of the standard colours and yes, they are still throwable!

[h2]Custom Cases[/h2]

The new custom cases system allows you to generate your ideal maze for a small ticket cost. Want to play a very small map on the manor against 5 pigmen? Of course you do, you masochist. Well now you can.

You can unlock more maps by finding a blueprint in random cases. The blueprint will unlock the type of map you found it in. They only appear in safe houses for now. Enjoy the hunt!

Monsters are unlocked by simply completing 10 cases where that monster was present.

[h2]Hardcore Cases[/h2]

Once you reach level 10, similar to rare cases, you have a chance for a hardcore case to generate. This case modifier will bring out the teamwork in the group by providing a challenge with higher stakes. There will be a unique hardcore-only cosmetic somewhere in the map, however, you will have zero lives and failing to complete it means the case will be gone forever.


We think the new cosmetics are worth the extra risk!

[h2]Checkpoint System[/h2]

Have to leave for the night? Just one objective away? No problem anymore. We've gone ahead and built a fully functioning Checkpoint system that will allow you to save your progress and return with friends whenever you're ready.

Simply back out to the lobby and you will see a little orange checkpoint icon next to the chapter you're saved on. To resume the game, select that chapter and hit "Continue" rather than "Start Game". You will be back to the nearest checkpoint with all your completed objectives.

[h2]Chapter 5 Rework[/h2]

Chapter 5 has had some really mixed reviews, which we always expected. However, after watching more and more people give constructive feedback, it appears the size of the level is the biggest issue. We get it, it's something we commented about here https://www.valkogames.com/march-2022-developer-update/. We weren't going to change it at the time but as we've watched more people play, we thought it's best that we at least reduce the length (It regularly takes people over 1 and a half hours!).


This rework was focused around condensing the map, removing more of the "sluggish" and repetitive bits and overall streamlining the direction for players. We wanted to make it clearer what the player is supposed to do, while also preventing the amount of backtracking in the previous version. We think this new version will be much more friendly to players experiencing it for the first time and also a refreshing new play through for those who have already completed it. If you didn't like chapter 5 before, give this reworked version a go and let us know what you think!

[h2]And Finally, Discord[/h2]
As always, we're hoping to hear people's feedback on the changes, preferably on our discord. We also have players regularly creating lobbies on the official discord, so it can be a great place to meet up with others! Valko Game Studios - Official Discord

Have fun!

Public Testing Updated with 4 new case files and monsters.

We're moving the new content teased in the last dev blog over to the public_testing branch. There's still a little work to do and we have yet to bring in the new cosmetic types (clothing, glowsticks etc) but overall we think it's in a good state to be tested by a larger audience. Please be aware, translations have not yet been completed (except in French, thanks to ShadowBoy) and there will likely be some smaller lighting bugs around some of the maps.

This update brings changes for the case files gamemode, a save system, a shop, daily objectives as well as an overhauled Chapter 5.

Yes, yes... we said we were happy with Chapter 5 in the last dev blog, however, I personally wanted to go ahead and rework it to reduce the overall length of time as well as to make it less confusing overall. It's more condensed and should be clearer as to what needs doing. Chapter 6 is coming along nicely, no news on that just yet.

Have fun with the new maps/enemies!

Changelog
- Chapter 5 reworked to be shorter and more linear
- Added new items (map, revive bracer)
- Added currency in the form of Jonny Honks Prize Tickets
- Added in-game store using the new currency (no microtransactions)
- Added drag-interaction, updated the cryptex to use it
- Added Trenches Map type
- Added Trenches Monster (new)
- Added Trenches Puzzle (new)
- Added a save system; Exiting the game will place a checkpoint that you can continue from
- Added Bamboo Forest Map type
- Added Bamboo Forest Monster (new)
- Added Bamboo Forest Puzzle (new)
- Improved animations for the flashlight
- Improved visibility of the lantern
- Added Manor Maze type
- Added Manor Monster (new)
- Added Manor Puzzle (new)
- Added a new puzzle to the sewers
- Added support for flashlight skins (coming soon)
- Added support for glowstick skins (coming soon)
- Added Daily Challenges board
- Added Hardcore mode
- Added Hardcore-only Cosmetics
- Added collectible currency in mazes
- Improved performance of custom occlusion system in cases (should improve fps a little)
- Improved performance of grass
- Added sounds for seal pickup and inserting
- Improved shadows
- Added [Redacted]
- Added [Redacted] [Redacted]
- Added the ability to create custom cases
- Added public lobby options
- Updated server list to include new options
- Reworked Difficulty formula
- Added a new generation algorithm that can generate the map differently in areas
- The Sewer map-type will now reduce the valves required if it can't fit the objectives
- Updated the burning well on the cornfields mazetype to now be a fire-zone (deters wickerman)
- Added loadout screen to lobby
- Fixed an issue where monsters wouldn't always target the nearest player
- Updated the swamp dogs to make them disengage when they don't have a direct line of sight to the player
- Improved visual quality of players, internally reworked to allow for clothing cosmetics
- Added randomised objectives for maps
- Added new "common" cosmetics
- Fixed a bunch of bugs
- Increased the level cap

+ Various other minor changes and fixes

Labyrinthine Easter Patch



This patch brings seasonal easter-themed cosmetics to the game, as well as reworks to maze sizes in the cases gamemode.

[h2]Easter Cosmetics[/h2]

In total, there are 6 cosmetics to find. These will appear in place of regular cosmetics at a 50% chance. Existing cases will be elligible so if you have saved a rare case, it may now have a cosmetic! These will be findable until the 22nd of April but will be wearable all year round. Happy hunting!

[h2]Easter Eggs[/h2]
We've added a little "easter egg" that will run until the 22nd of April. They should put a glow on your face.

[h2]Case File Size Changes[/h2]
We decided to bring forward the map size changes we had planned for the case file update. This should significantly reduce the total map size so they should be much quicker to complete. This makes the cases gamemode much more beginner friendly.

[h2]Changelog[/h2]
- Fixed Double interaction bug
- Fixed voice slider bug
- Changed glowsticks so if you don't have infinite glowsticks on, they will fade over time
- Added ability to right click cases to zoom (button press on controller)
- Fixed UI scaling in lobby
- Fixed a bug that prevented gates, roots and ghosts from spawning in cases
- Added Easter cosmetics (from the 15th until midnight on the 22nd).
- Added "easter egg" for easter
- Improved performance of glowsticks
- Updated sizing formula for generating cases to drastically reduce map sizes. (Only applies to new cases)
- Added new objective spawn points for several maps

Hotfix for objective items not being interactable in some cases

- Fixed an issue preventing cases from being completed due to certain objectives not being interactable
- Improved how volume sliders work
- Fixed weird rotations when completing cases