1. 44 Minutes in Nightmare
  2. News
  3. Major updates, including addition of custom mode

Major updates, including addition of custom mode

Update for the Nintendo Switch version release: denoted as 2.0.1 from this ver.


[h2][/h2]
I am pleased to announce that I have ported "44 Minutes in Nightmare" to Nintendo Switch!

With this port, the program has been completely redesigned and all elements have been revised in order to make the processing common between the PC and Switch versions.

The Nintendo Switch version will be available one week later, on April 27, 2023!
(Switch version store)

This is not a remake, but a rewrite, so I am rewriting, fixing, adjusting, and adding new elements to the game without changing the gameplay, etc.

However, the game has been updated with new elements and new features, so it's a pretty big update.

Existing players can enjoy the new mode, and overall, the difficulty level has been slightly lowered to make the update easier for many players to play.

I've also made the game significantly lighter to accommodate the Switch's hardware specs, so the PC version will be able to maintain high FPS while maintaining high quality.

The player's controller has been updated to incorporate the FPController that I developed and sell on the Unity Asset Store, so it feels a little different than before.

If you are a developer interested in the controller, please take a look at the following (InputSystem is supported, and of course, the Nintendo Switch is very light).
(FPController store)

I hope that new users and existing users will be able to enjoy the new experience again!

[hr][/hr]
[h2][/h2]

[h3]# Customize Mode has been added.[/h3]
It can be opened by clearing certain conditions.
If the number of items generated is extremely high, it will lead to a drop in FPS, so please enjoy the game at your own risk considering your PC specs.
Also, if you play the game once and return to the title, the contents of the customization will be reflected directly in what you have played.



[h3]# One hidden room added[/h3]
In the hidden room, you will find items left behind by previous "DIVE" players as they die, and you will be able to retrieve several of these items at random.
If you get only trash items, your effort will be wasted, but if you get only useful items, you will have a great advantage in the development of the game.
The hidden room will not appear on the map until it is opened.
Also, in ShortMode it will not be generated.

[h3]# Keyboard & Mouse and Gamepad can now be changed in real-time.[/h3]
Both can be operated even if both are connected.(In Ver.1, keyboard & mouse operation was impossible when a gamepad was connected.)
In Ver.1, the keyboard & mouse settings were reset by plugging in the gamepad, but this is no longer the case since the controller processing has been standardized.

[h2][/h2]
  • The flashlight is now easier to see.
  • The marbles are now a little bigger.
  • Changed the sound effect of alcohol
  • Dog toys now climb stairs more smoothly.
  • Dog toys can no longer be retrieved again after being used.
  • Reduced by one the number of music boxes generated in normal and hard mode.
  • Gems now glow a little more easily to see.
  • Thinner powder smokescreen to reduce weight.
  • Thinner corrosive liquid vapor to reduce weight
  • Drawers, doors, etc. can now be reversed in the middle of opening and closing.
  • The back of doors has been widened so that the user can hide without being caught in the door.
  • All hard-to-get-across gaps between doors, couches, and barrels have been improved.
  • The way doors are generated has been slightly changed so that there is now a pattern where there is no door between the room and the hallway, making it easier for enemies to see into the room.
  • Items on the table in the center of each room are now easier to see.
  • The table in the center of each room is no longer generated in some cases.
  • Items are now always generated in the toilet (one of five different types).
  • An object has been created to acquire a large amount of cloth in the toliet room.
  • Crouching down now prevents you from being found in the kitchen table or at the dining room table.
  • Lamps are now always generated in some lamp-generating areas.
  • Items by the garbage bag are now easier to find.
  • Bones are no longer being generated in a garbage dump.
  • It is now possible to dash backwards and sideways.
  • Stamina duration is now a little longer, so the distance you can run is a little longer.
  • Stamina now requires a little interval to recover.
  • When running out of stamina, pressing the run key until half of it is recovered will no longer deplete stamina.
  • Even when I run out of stamina and cannot run, my walking speed no longer slows down.
  • Weakened the passive item skull (can now be overridden within 3 minutes without being debuffed).
  • Enhanced the passive item ghosts(not only doors but also lamps now flicker).
  • Enhanced the passive item necklace.
  • The passive item night vision is a little easier to see.
  • The speed at which the girl stands up has been slowed down.
  • The girl's appearance has been made more feminine (possibly).
  • Enemies now move their marbles around a little bit (potentially disrupting the technique a little bit, which existing players are prone to do).
  • The method of defeating rare enemies is now "###", so if you want to be sure of defeating them, you need a means to do so.
  • Enemies are now added when certain conditions are met (new players never do this, but existing players tend to do it, which is a technique).
  • Added a special means of killing the enemy.
  • Add a note that hints at the special means by which you can kill your enemies.
  • Modified the search range of the laughing doll slightly so that some passages are easier to pass through.
  • Changed the texture of the cloth covering the laughing doll.
  • Added option to retry on a different map or the same map when a player dies.
  • Made it impossible to see beyond the darkness.
  • Added a visual to notify the enemy when entering a rest point.
  • Changed some of the specifications of the overall map.
  • Changed the visual representation of the TV.
  • Improved TV operation with the gamepad.
  • Items just below the player's feet can now be retrieved.
  • Added "examine slowly" key operation (mainly for the gamepad, which makes it easier to acquire items since zooming & cursor movement is 1/8th the speed).


[h2][/h2]
  • Made text easier to read in general.
  • The names of all items that can be interacted with are now displayed.
  • Changed the appearance of the inventory.
  • The starting point is now always displayed on the map.
  • Enemies other than rare enemies are now reflected on the map.
  • Changed the Japanese word "robe" to "wardrobe".
  • No shaking when opening memos.
  • A loading bar has been added to the scene load screen.
  • Seeds are now displayed on the pause screen, TV screen, and death screen (Seeds are like map numbers, and the same map can be generated by entering the same number in the customize mode).


[h2][/h2]
  • The entire contents of the settings screen were completely redesigned, and the process was completely revamped.
  • The contents of the settings screen are now fully Japanese compatible.
  • The resolution and Hz number supported by the monitor during gameplay are now automatically acquired and reflected in the form, from which the resolution can be selected (limited to a maximum of 1920x1080).
  • Brightness can now be adjusted (adjusting the brightness if you find the game difficult, as making it too bright will greatly reduce the difficulty of the game)
  • Mouse sensitivity can now be fine-tuned.
  • Mouse X-axis and Y-axis flipping can now be performed.
  • Head bob can now be turned on/off.
  • Background execution can now be turned On/Off (setting whether or not to pause the game when the focus is removed from the game).
  • FPS display can now be turned On/Off.
  • Enemy count display can now be turned On/Off.
  • Enemy tracking sound can now be turned On/Off.
  • Enemy tracking noise can now be turned On/Off.
  • Three types of map graphics can now be selected (extra feature).
  • Depth of field can now be turned On/Off.
  • Shadow type can now be selected (None: Light, HardOnly: Default, HardAndSoft: Heavy).
  • Fog display can now be turned On/Off.
  • Added batch setting buttons for lightweight and ultra-lightweight sets.
  • Key names and button images are now displayed on the controller side of the key bindings.
  • Key bindings can now double-register keys, but keys that are double-registered now turn red.


[h2][/h2]
  • FPS improved by 2 to 10 times over Ver.1 (approximately 2 times in the heaviest area and 10 times in the lightest area under the assumption of the highest graphics settings, measured on a developer's PC).
  • Changed so that tips do not disappear when a scene finishes loading in the scene loader screen.
  • Added Japanese support for characters in the opening keystroke object.
  • Changed end rolls.
  • Added images during the end rolls of each endings
  • Eight achievements added.
  • Changed the conditions for opening MASAYUME.
  • Contents of MASAYUME modified and added.
  • The key to MASAYUME's Memories can now be obtained by unlocking 3/4 of all achievements, instead of unlocking all achievements.
  • The copyright and version are now displayed on the title screen.
  • Fixed a bug that caused rare disablement of movement when paused.
  • Fixed a bug that caused enemies to move when pausing to read a note or during a conversation under certain conditions.
  • Many other minor tweaks.