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Labyrinthine News

Hotfix 09/06/23

- Fixed an issue with colliders being missing in the carnival
- Fixed flying leeches

Labyrinthine Case File Update - Part 1


[h2]Why does it say Part 1?[/h2]
We know you're all excited for the case file update. We think that the QoL changes we have done so far deserve to be in the public space, so we've decided to break the case file update into two parts, with most things coming in part 1 and additional maps/monsters in part 2 (which were originally planned for another update). You may notice the brick maze is not included with this part; there's changes we want to make and we don't think we can get them done soon enough to include, so we're going to move it over to part 2.



[h2]Changelog[/h2]
  • Added New Case File Map; Mines
  • Added New Case File Map; Carnival
  • Added New Case File Map; Dead Forest
  • Added New Case File Map; Fog City
  • Added New Case File Monster; Miner
  • Added New Case File Monster; Clown
  • Added New Case File Monster; Marionette
  • Added New Case File Monster; Feeler
  • Added New Case File Monster; The Nameless
  • Added New Case File Monster; Mosquito
  • Added New Case File Monster; Leech
  • Added New Case File Monster Variant; Hunter Pigman
  • Added New Case File Monster Variant; Ash Oni
  • Added New Case File Monster Variant; Crimson Lady
  • Added New Case File Monster Variant; Smoldering Wickerman
  • Added New Case File Monster Variant; Joker Smiley
  • Added the ability to customise lobby music
  • Added 23 Music Tracks that can be found in cases, 2 are hardcore exclusive
  • Added 15 new hardcore exclusive cosmetics
  • Added over 80 new regular/map exclusive cosmetics
  • Added mercy system that helps reduce the chance of repeat cosmetics
  • Added more spawns to all mazes for tickets, tokens, equipment
  • Added validation to roots/bars to help combat people getting stuck in dead ends
  • Added a new submaze in backrooms to help break it up a little
  • Updated the daily tasks to include new maze types (they didn't include bamboo forest or later)
  • Reduced the range of Smiley's hearing range when you are being chased by another monster
  • Improved UI of buttons in the lobby
  • Improved the lighting on the daily task board
  • Added findable stamps for generating your own rare/hardcore cases
  • The cornfields and sewer are now available at level 0-5, the unkept hedges and the forest appear at level 5 instead
  • Some cosmetics (such as the monocles) now appear in a small jewelry box to make them easier to see
  • The Map Equipment has been updated and will now show safehouse, landmarks and drawn paths (rather than pixel paths)
  • The Compass has been improved and now displays an illuminated "N" as well as changes to make it more accurate
  • Reworked how clubfoot does his vision detection, should fix the intermittent issue with him randomly aggroing on players
  • Improved how waypoints are placed by the random case system, this should help with monster navigation
  • Added animated skies to some case files
  • Added firebowls / shrines to some case files
  • Cosmetics in the tent now show their aquisition method (i.e. red = hardcore, orange = unique, blue = rare, green = uncommon, white = common)
  • Added equipment spawns to mazes
  • Added two new pieces of equipment (The M.P.A.S and the High Power Flashlight)
  • Reworked difficulty to reduce the amount of monsters you receive when over level 50
  • Reworked the difficulty to balance the monsters you receive
  • Modified AI of monsters to help prevent them from "camping"
  • Added in systems to deter monsters from hanging around start/end/safe house pieces
  • Huge rework to the audio system (please reset your volumes to full) to balance the overall sound levels
  • Added the ability to generate custom cases with variant monsters
  • You will now always have an normal/easy case file on the board (for those without time to run the extremes)
  • Modified Chapter 6 to include some barriers near the puzzle
  • Chapter 6 now has graffiti in the mine section to hint at the mechanics
  • Chapter 6 has had some lantern colours changed to help distinguish areas
  • Reworked how the cryptex works on a technical level in chapter 1
  • Improved the performance of VR players
  • Several objects have been updated to now have the correct footstep sounds
  • Added new paintings to the manor

+ So many random little tweaks and bug fixes

Small fix

- Easter ears should no longer display the wrong pickup item

Labyrinthine Easter Cosmetics



Hello everyone and a happy Easter weekend!

From today until midnight UTC on the 23rd, Easter cosmetics will be findable in case files. There's a 50% chance that when a normal cosmetic would spawn, it will instead be an Easter-themed one. To those who missed the previous small patch notes, this event will be the first to test out a 4x spawn rate for rare cases (cases with a guaranteed cosmetic) so everyone should be able to get cosmetics!

[h2]Easter Cosmetics[/h2]

The 6 cosmetics from last year are making a return, plus a further 12 for this year. They are as follows

- Pink Rabbit Ears
- Brown Rabbit Ears
- Blue Bent Rabbit Ears
- Pink Bent Rabbit Ears
- Blue Lamb Ears
- Pink Lamb Ears

*New This Year*
- White Rabbit Nose
- Brown Rabbit Nose
- Pink Rabbit Nose
- Blue Rabbit Nose
- Egg Glowstick
- Carrot Flashlight
- Egg Basket Lantern
- Blue Bunny Watch
- Pink Bunny Watch
- Green Bunny Watch
- Purple Bunny Watch
- Yellow Bunny Watch

[h2]Changelog (For those who didn't see the previous small update)[/h2]
- Fixed a few cosmetics receiving decals
- Fixed Joan receiving decals
- The secret safe is now no longer checkpointed
- Added volumetric support to low quality
- Fixed a bug where you could donate tickets after the host had reached their daily limit
- Fixed some font sizing issues
- Improved some quality settings
- The secret mask is no longer green in chapter 5
- Easter ear cosmetics now have physics
- Added new easter cosmetics
- Increased rare case chance by x4 while an event is active