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Labyrinthine News

Procedural Generation has Arrived

Hey Everyone!

As you may have seen in our last update, we recently brought procedural generation to the public_testing branch. After watching hours upon hours of streams these past few weeks, we think we're ready to bring all of the new changes over to the live branch. This is the largest update to the game so far.

For those who haven't seen our previous updates or devblogs, procedural generation adds a ton of replayability to the game. It's a completely new gamemode, separated from the story that allows players to level up by playing procedurally generated maps with monsters and locations exclusive to the gamemode.



You can also find and unlock cosmetics within the maps, some being map specific and rare!

This update also brings a full rework for all of the monsters in the game, giving them improved AI, improved animations and all new sounds. Alongside this, the new death system is now live, allowing players to be revived by friends as well as having team lives that will put you in spectate mode once they've run out.



One of the discord community moderators put together an unofficial guide for the new game mode which explains mechanics as well as how everything works. You can find that here:
[previewyoutube][/previewyoutube]

Please remember, the game is still Early Access so things will continue to be added/improved and gameplay might not be final.


We're going to have to summarise a lot of the changelog as there is just too many fixes and small additions to list.

Changelog:
- Added procedural Generation Gamemode
- Added new leveling system
- Added the first set of cosmetics
- Added new lives system
- Added the ability to spectate players when dead
- Added new animations for monsters
- Added new sounds for monsters
- Reworked the monster AI
- Added the ability to throw glowsticks with left click
- Added the ability to hold right click to raise the lantern for better distance
- Added new downed/revive system
- Added first 4 procedural maps
- Added new jump animation
- Added fall detection
- Added new lobby
- Added re-roll tokens to incentivise playing in other players games
- Reworked the serverlist
- Shadow quality now affects flashlights

- Hundreds of misc bug fixes affecting all aspects of the game ( almost/all issues that existed on the live branch should be fixed )
- A ton of performance fixes
- A bunch of smaller changes

Procedural Testing now Live!

Hello Everyone!

We've got some exciting news.



Thanks to the exceptionally helpful private-testing team, we're now in a position where we feel it is time for public_testing to get their first look at procedural generation. For those who haven't read the devblogs, this gamemode adds a ton of replayability through fully procedurally generated levels with a progression system and unlockable cosmetics. We HIGHLY recommend you read the lastest devblog which gives you a little more information on how it all works. You can find it here; August Developer Update 2021



You will now also be able to see the new death system as well as the reworks to the monsters (animations, sounds, AI) as well as a bunch of changes to the lobby and UI. Alongside the new changes, we've also done a ton of bug fixes and improvements that should help with performance and stability. This is a huge update compared to what is currently available on the live/public_testing branches.

We are going to move the current changes on public_testing over to the live branch as well as they have been there for quite some time now. We're hoping to have these new changes moved across to the live branch in a couple of weeks time, assuming all goes well!

[h2]How to get join public_testing[/h2]

To get onto the public branch, simply right click labyrinthine in your steam library, go to properties.



Click the 'BETAS' tab. On there you can opt-in to public_testing.



You're now on the public_testing branch and will be able to play the new gamemode! Be aware that everyone must be on the same branch to play together (i.e. you cannot play with someone not on the public_testing branch). To switch back, it's the same process.

Please note, as this is still early access, things may change so gameplay is likely not final. There are no plans to reset levels or customisation when the gamemode transfers over to the live branch so feel free to start grinding levels now.

Hope you enjoy! Remember to give your feedback to us directly on our official discord Valko Game Studios Official Discord.

August Developer Update



Hey Everyone!

The August Developer update is now live. We go into detail on how the upcoming procedural generation mode works. For those who may not have seen the procedural generation mode, it gives you a completely new gamemode to enjoy with a ton of replayability as well as cosmetic items and more.

As always, make sure to join our Official Valko Games Discord and thanks everyone for being supportive of us as we work our way through Early Access!

Enjoy!

Developer Update: Labyrinthine - August Developer Update

June Developer Update



Hey Everyone!

It's that time again, we've got another developer update showing you guys a bit of what's been going on behind the scenes.

WARNING: This one is pic/video heavy so watch out mobile (cellular) data users!

We think you guys are going to love it, it's definitely our largest devblog/dev update yet! We talk about Chapter 5, randomisation and more. Make sure to give it a read if you get chance...!

As always, make sure to join our Official Valko Games Discord and thanks everyone for being supportive of us as we work our way through Early Access!

NOTE: When this was posted on our discord, the surge in people managed to time-out our webhost, if you get a 500 server error, just try again after a few minutes.

Developer Update:
Labyrinthine - June Developer Update

Labyrinthine Update 27/05/21

Hey Everyone,

Moving public_testing changes across to the live branch.

We have also (finally) announced our first female character! It's based on ClassyKate. You can find out more on how that went down here: Ezekiel's Surprise. This update also brings in new language options and some QoL addiitions.



We're working hard on a ton of new stuff beyond chapter 5 and randomisation. This includes a full re-work of all existing animations, a new death system, in-world kill animations and more. For those not on discord, make sure to check this out:

[previewyoutube][/previewyoutube]

We have also created two Trellos, one for bug fixes (Labyrinthine Bug Tracker) and one for upcoming features (Labyrinthine Pipeline) so make sure to check them out.

Changes
- Added Localisation (German, French, Dutch and Portuguese for now; More coming soon) and localised all items including tapes
- Added New female character based on ClassyKatie
- Added new inventory switching icons ( but still maintaining minimalism )
- Added subtitles for all audio tapes ( with options to disable them )
- Completely rewrote the input system (again) to use steam input
- Objectives now show when pressing tab
- Players and their connection quality now show when pressing tab
- Added some debugs to help us figure out issues
- Changed zone 1 to require crouching under the boards into the restricted area
- Glowsticks have improved physics when dropping
- Settings are now stored in a configuration file rather than the registry
- Keybinds are now stored in a configuration file rather than the registry
- Increased some UI fields to stop word wrapping in other languages
- Reduced the time for appearing roots colliders to appear in chapter 2

Fixes
- Glowsticks should no longer disappear when in your hand
- Extended the collider so you can no longer climb into the greenhouse
- Spamming switch keys should no longer cause you to hold both the lantern and flashlight
- Fixed jitter when jumping
- Removed the fuzz from one of the door slams in chapter 3
- Duplicate UI messages will no longer be queued
- Fixed a potential disconnect when interacting with items
- Fixed an issue where updating an objective would disconnect everyone
- Players can no longer spam the host button to have multiple lobbies
- Players should no longer receive endless connections when joining public matches
- Fixed the lighting in chapter 4
- Potential fix for the seals causing a disconnect
- Potential fix for the cursor not being centered