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Beyond the Long Night News

Demo week! Save and Sound Festival & Develop Indie Showtime

Hullo explorers! Steve from Noisy Head here.

We have an insanely exciting week (Jul 11-18 2022) as we're taking part in two festivals. As you may or not know, Beyond the Long Night is made by a tiny team (one lead developer and two sound designers) so the fact we were selected for these events alongside some amazing other indie games has been incredibly humbling for us.

So to celebrate with you, the demo is going to be available all of this week. Make sure to grab it if you haven't downloaded it before!

[h2]Save and Sound festival[/h2]
We're taking part in the 2022 Save and Sound festival - an online music festival with sales and demos on Steam. Celebrating headbanging soundtracks as well as unique implementations of music and audio in games.

We've prepared a musical deep dive that will be streamed live during the event, and the Beyond the Long Night demo will be returning to Steam. We'll also be streaming full tracks from the Beyond the Long Night soundtrack on our Steam page.

Watch the show on Steam, YouTube or Twitch - the show runs Thursday 14th - Sunday 18th July, and our slot is Sunday 18th 10am PDT (6PM BST)!

Set a reminder to be notified when Save & Sound will go live!

The show will be streamed on the Save & Sound website. You can check out all the games part of the event on saveandsound.io



[h2]Develop Indie Showtime[/h2]
We're going to be at one of the UK's biggest developer conferences in Brighton next week, showcasing the demo along with 9 other upcoming indie darlings. If you're attending the conference then do be sure to come visit our booth in the exhibition hall - after developing the game through a global pandemic, I'm so excited to meet other devs and community members in person!

https://www.developconference.com/whats-on/indie-showcase

That's all for now, enjoy the live stream and have fun picking up the demo!

Going Rogue! New demo update + developer live stream.

Hi folks, Steve from Noisy Head here.

We're bringing the Beyond the Long Night demo back to Steam for Going Rogue fest (May 2nd - 9th)! The game has been completely rebalanced for faster, more exciting combat, more satisfying visual effects and some more combat QOL fixes. There's never been a better time to check the demo out!

We'll also be live streaming the new demo directly on our Steam page from 12PM PT (8PM BST) on Monday May 2nd. It's the perfect time to come hang out with us and ask any questions you may have. I'll be chatting about how the game is designed, what our thought processes are when we create new rooms, how we approach things like music and sound design, as well as any other interesting bits and bobs we find along the way. Should be really fun, so do pop down and say hello!

Have fun with the new changes!

Patch Notes

New Features
- Player main weapon has been rebalanced to be much faster paced. Enemies have been rebalanced to reflect this change, both through health and speed. Superpowers now take slightly more hits to fully charge.
- New player animation system - animations are now smoother and more responsive.
- Many visual improvements on projectiles, explosions, enemy damage and death.
- Monument art updated, along with a new sequence added when selecting a stone.
- Enemy projectiles are now standardised and colour coded (based on any additional effects) across all enemies. Bee and Dart Trap projectiles are now much more noticable.
- The following Upgrades have been tweaked:
- “Reflective Superpowers” and “Dodge Parry” - parried projectiles will now fire straight at the enemy target, making them much more likely to hit!
- “Dodge Damage” now uses a small amount of auto aim to pick an enemy target when they are close. The chosen enemy target is shown via a small additional crosshair.
- Dodge Damage now begins to charge immediately, and moves the player's dodge to when they release the dodge button.
- Superdodge no longer auto triggers dodge attack when Superdodge is level 2 or above.
- Superdodge will still trigger immediately if dodge attack is also upgraded.
- “Turbulence” now increases the player fire rate by a lot! The “wonky bullet” effect ramps up much slower on successive upgrades.
- The cows now moo!

Bugs/Polish
- Crosshair now animates when the player shoots.
- Dart Traps have been subtly lightened to make them more noticeable.
- Spikes now animate with a “sheen” effect.
- Fixed an idle animation where the player would lose their hat for a couple of frames.
- Fixed a small bit of grass that was the wrong tile in one of the forest rooms.
- Removed some spikes in one of the Dart Trap puzzle rooms, creating an upper alternative path.
- Added sounds for parrying bullets.
- In game clock now pauses if the player is in a menu that pauses the game.
- Rendering and UI optimisations.
- Fixed bug where Journal entries wouldn't save if the player exited to desktop in the end game screen
- Increased time player input is blocked when entering the shop (to avoid accidentally buying an item if spamming skip through a conversation)
- Fixed player bullets still spawning if the player performed an action that cancelled their shot (such as dodging or switching to a torch)
- Added a very subtle camera shake when the player shoots their primary weapon
- Swapped some lanterns that were on the floor with wooden candle holders
- Fixed bug where camera wouldn't zoom out smoothly after a conversation
- Tweaked camera panning and zooming to make it smoother
- Fixed bug where vignette effect would snap to the maximum value when zooming out of a conversation early
- Camera will now always stay in the range of the room when zooming in
- Tweaks to the monument stone item spawn sequence
- Conversations with characters are disabled for a short period of time after finishing a conversation (to avoid the player entering a new conversation immediately if spamming skip through the dialogue)
- When a Superpower's charge is cancelled (e.g. when taking damage), don't immediately trigger the Superpower. Instead we reset the charge back to full.
- Shiny stones now auto travel to the player if they spawn in a room with them after a save.
- Fixed shield audio hanging over into the main menu if the player left the game with a shield active
- Doubled the invincibility timer after taking a hit
- Fixed aim reticule moving across the screen after dialogue
- In "Lap of Honour", make sure to spawn a buddy if the player had one last run
- Visual tweaks to player bullets
- Visual tweaks to slow down bullets

We're fully funded on Kickstarter! 9 days left to hit Mac port stretch goal.

Unbelievably pleased to announce that we are fully funded on our Kickstarter page! A huge thank you to everyone who helped get us this far, we're a tiny team and it really does mean the world to us that so many people have aided us by pledging and sharing the project.

Ports on the horizon!

We now don't have too far to go to reach our first stretch goal - a port to Mac. We're hoping that if we meet this stretch goal, we'll be able to release the Mac port at the same time we release the PC version of the game.

Read the full update on our Kickstarter page.

All the best!
Steve

Beyond the Long Night is NOW LIVE ON KICKSTARTER!

[previewyoutube][/previewyoutube]

Get access to early builds of the game, your own motivational cow character, early bird discounts and much more over at the Kickstarter page.

https://www.kickstarter.com/projects/noisyheadgames/beyond-the-long-night

It's been a long journey up to this point, so I'm incredibly proud to announce that we've just launched our Kickstarter campaign. And to celebrate, the demo for Beyond the Long Night has also just launched on Steam. This game truly has been a labour of love, I'm really excited for you all to try the game for yourself! Please try out the demo for yourself, let us know what you think, and consider supporting our Kickstarter campaign.

Any support you can offer will be deeply appreciated. With your help I’m incredibly excited for the future of Beyond the Long Night!

All the best!
Steve

Kickstarter launches February 8th 2022!



The time has finally come! After 2 years of development, the Kickstarter for Beyond the Long Night will be launching on February 8th 2022 at 3PM GMT!

Make sure to click on the “Notify me on launch” button on the Kickstarter campaign page, as there will be discounts on rewards for those who pledge early. The Kickstarter page will contain tons of information about the game, and a free demo will also be released on Steam while the campaign is active!

https://www.kickstarter.com/projects/noisyheadgames/beyond-the-long-night

Any support you can offer will be deeply appreciated. With your help I’m incredibly excited for what the future of Beyond the Long Night will hold!

All the best!
Steve