🎯 Release Date (devlog #11)
[h3]🎯 Release Date [/h3]
Ahh it's been such a cold, dark journey in the depths of Deus Proxima Labs. Listening to the every sound countless times, getting lost on purpose stress testing the level design, shivering when things *clicked* and wanting to shift delete the whole project when things didn't... (ok I'm only 10% serious about that last one).

Thursday May 12th, Apotheorasis will "see the light of day" so to speak 👁️
In the days leading up to that I'll be focusing my efforts on polishing how the page looks, reaching out to reviewers, curators etc and adding the game's Soundtrack as a package with high quality files, alt takes, and audio-visual material from the rehearsals.
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[h3] v0.14.2 Changelog [/h3]
Ahh it's been such a cold, dark journey in the depths of Deus Proxima Labs. Listening to the every sound countless times, getting lost on purpose stress testing the level design, shivering when things *clicked* and wanting to shift delete the whole project when things didn't... (ok I'm only 10% serious about that last one).

Thursday May 12th, Apotheorasis will "see the light of day" so to speak 👁️
In the days leading up to that I'll be focusing my efforts on polishing how the page looks, reaching out to reviewers, curators etc and adding the game's Soundtrack as a package with high quality files, alt takes, and audio-visual material from the rehearsals.
- - - - - - - - - - - - -
[h3] v0.14.2 Changelog [/h3]
- Balanced the characters' volumes throughout the game
- Improved timing of voice lines in all cutscenes
- Fixed a couple corrupt voice lines
- Added extra ambient SFX to help with navigation in the Cave and before the Pethouse
- Added extra gameplay SFX to help with aiming during the Boss section
- Fixed an issue in Challenge mode where the Agent was muffled