π― Release Date (devlog #11)
[h3]π― 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 ποΈ
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]
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 ποΈ
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