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Deep Sleep: Labyrinth of the Forsaken News

1.0.4 - Balance update

[h2]BALANCE CHANGES[/h2]
[h3]Bosses and enemies names spoilers ahead![/h3]
Shade
  • Slightly reduced max HP scaling
  • Reduced heal over time
  • Reduced heal scaling


Jailer/Library Jailer
  • Reduced max HP and damage
  • Reduced max HP and damage scaling


Puppet Master
  • Reduced max HP and max HP scaling
  • Significantly reduced healing power, reduced heal scaling
  • Reduced max HP of summoned minions


Sirens
  • Reduced max HP


Spider Queen
  • Slightly reduced max HP and max HP scaling


Mirrored Amy
  • Significantly reduced self-Heal scaling


Shadow of Thomas
  • Reduced Devastating attack damage
  • Reduced Devastating attack self-heal


All changes might require restarting the level to apply!

[h2]NEW CONTENT/CHANGES[/h2]
  • You can now show the Sphinx figurine to Tutu in Forest of the Lost.
  • Changed "Nailed planks" (the shield) name to "Nailed boards" to differentiate it from "Nailed plank" (the weapon). I don't know what was I thinking!
  • The gutter in The Doll House level now spawns thermos instead of a health potion.


[h2]BUG FIXES[/h2]
  • There was a small chance of the Somnolent Wells City to wrongly generate key items placements, leading to level becoming unbeatable. This should be fixed now (you need to Abandon dream and start over if you are already stuck!)
  • Fixed Freezer in Somnolent Wells City (again! this time for good?)
  • Fixed Attic's doorway glitch, preventing players from entering the room when replaying the Attic level and using the controller or keyboard for movement.
  • Cocoons and several other elements would display wrong graphics on room's re-entry.
  • Spider running around the tree trunk in the Forest of the Lost was causing issues when entering the room from the North. Spider's possible spawning locations have been updated.
  • Amy's and Tutu's names and portraits were swapped during one line of a conversation.
  • Fixed a glitch where a shield would be left permanently visible by the character's player if the combat ended due to damage over time while the player was defending.
  • Fixed several instances of game soft-locking after double-clicking to perform an action.
  • Fixed Dreams Journal from displaying multiple entries after dream 12 (in some instances)
  • Fixed issue with some puzzle views displaying shaders carried over from another puzzle (or puzzle-like) elements like TV screen static.
  • Few objects had wrong states, like the metal coffin in Cave after revisiting it when it was already fully investigated previously.
  • A dialogue with Tutu about the kid in the Attic would end abruptly. It has been fixed.
  • The clothes shop in Somnolent Wells City - the changing rooms were not clearly visible to some players, so the graphics have been updated.
  • Combat with multiple mannequins would sometimes softlock after using a Slowing attacks. This should be fixed (you may still experience a several seconds delay)
  • UI glitch causing "Interact" and "Close" prompts to be duplicated on the right side of Inventory screen has been fixed.
  • Fixed several map issues with The Library.
  • Several instances of missing texts have been fixed
  • Several typos and grammar mistakes in both EN and PL versions

1.0.3.0 - Bugfix Update

[p][/p][p][/p][p]First of all, I want to thank everyone for the incredibly warm reception of Deep Sleep so far. [/p][p]For the last two days, together with the QA, we were working hard on fixing the bugs that had slipped past us and made it to the released version.[/p][p]Hopefully, this patch will help with some of the issues that have been found so far! We focused on the most important problems first, adding several easy-to-fix things to the pile.[/p]
  • [p]Fixed (or at least greatly reduced probability of) game soft-locking after a specific sequence at the beginning of the game (the so-called infinite coma bug).[/p]
  • [p]Fixed an issue with the freezer puzzle not properly unlocking the door in some instances.[/p]
    • [p]Please note, there might be another issue around that area, that has not yet been fully identified and resolved.[/p]
  • [p]Fixed issue with the game soft-locking while being interacted with several objects in a specific manner.[/p]
    • [p]Please note, we are aware of several more instances of game soft-locking after player's action, but were not yet able to address them![/p]
  • [p]Fixed an issue with the Upgrades screen having more than one functionality tied with the same button on a gamepad controller.[/p]
  • [p]Fixed several spelling and grammar issues both in English and Polish versions.[/p]
  • [p]Fixed some controller-related menu navigation issues.[/p]
  • [p]Various level map display issues were fixed.[/p]
[p]That's not all the glitches that we are aware of and we will continue to work on fixing the bugs and language mistakes![/p]

Deep Sleep: Labyrinth of the Forsaken is Out Now!

[h3]The wait is over—Deep Sleep: Labyrinth of the Forsaken is here!
[/h3][p]Return to the unsettling dreamscape crafted by scriptwelder, the creator of the original Deep Sleep trilogy. This brand-new entry takes the series further than ever before, with chilling new environments to explore, disturbing secrets to uncover, and choices that will haunt you long after you wake.[/p][p]
Your journey into the labyrinth begins today. Dare you descend?


[dynamiclink][/dynamiclink][/p]

Exploring Combat in Deep Sleep: Labyrinth of the Forsaken – What to Expect

[h3]Hello everyone![/h3][p]scriptwelder here. If you've ever played any of my games, you probably know I like to mix genres and game mechanics. And Deep Sleep: Labyrinth of the Forsaken is no exception![/p][p][/p][p]We are just a week away from the launch on August 21, and today I wanted to give you a closer look at one of the game’s most unique elements: its turn-based combat.[/p][p][/p][p]While Labyrinth of the Forsaken is first and foremost a point-and-click adventure packed with exploration, puzzles, and atmosphere, there will be moments where Amy must face her fears head-on. These encounters are handled through a tactical turn-based combat system.[/p][p][/p][h3]Turn-based combat? In my point-and-click? [/h3][p][/p][p]Horror without an actual danger is shallow. Instead of cheap jump-scares, Deep Sleep settles on setting a dark, eerie atmosphere, but that doesn't mean the world of nightmarish dreams is safe.[/p][p][/p][p]In many horror games the main protagonist is forced to run away from the monsters; and yes, this might be true in some cases in Deep Sleep: Labyrinth of the Forsaken, but more often than not, you can stand your ground and try to fight the nightmares back.[/p][p][/p][p]You will have to manage limited resources, and decide when it's wiser to fight or avoid danger altogether. This is what I strongly believe a survival horror should be about, and Deep Sleep: Labyrinth of the Forsaken aims to be exactly that.[/p][p][/p][p]However, unlike many classic survival horrors out there, instead of frantic action, combat plays out like a puzzle and you will choose your attacks at your own pace. That's because I never wanted Deep Sleep to be an action game. I find the turn-based approach to be a good middle-ground between your classic point-and-click and a high-stakes horror game, where spooks are something more than just scripted narratives.[/p][p][/p][h3]Point and hit![/h3][p]Some of your regular inventory items can be used to attack the enemy, others will let you defend, and some will heal your wounds. One thing they have in common: they are limited. A wrench can only smash so many times before it breaks and a can of meat only has so many bites before it is empty.[/p][p][/p][p]And while you can get those items back simply by Imagining them (you're a lucid dreamer, after all!) it will give your adversaries time to strike, so it's better to begin an encounter while prepared.[/p][p][/p][p]Now, you can't just use any weapon recklessly; every decision counts. There is a difference between stabbing with a pocket knife and bashing with a crowbar: one will make the enemy lose more health over time, but its short range will also allow them to strike you sooner, so maybe it's not always worth it? Crowbar, on the other hand, can smack the enemy hard enough to stun them, delaying their attack further and buying you time.[/p][p][/p][p][/p][p][/p][h3]Not too hasty![/h3][p]Like in classic turn-based combat games, you need to think before you click. If your health is running low, it's probably a good idea to do something about that before it's too late. But also, you need to observe your enemies closely: the game tells you what their intent is and how many turns you have before they act. See a red skull icon and a blinking red 0 turns warning? Better grab anything that could be used as a shield and brace for impact![/p][p]
[/p][p][/p][p]And yes, I said enemies, plural. Sometimes fights are not fair and you will be outnumbered, forced to juggle your attention between incoming attacks of more than just one foe.[/p][p][/p][p][/p][h3]Skill issue?[/h3][p]Not every fight will be possible to beat - at least not right away. Amy will be learning how to lucid dream throughout her adventure and, using an experimental technology from a certain corporation, she will be able to level up and unlock new skills. Weapons will become more powerful in her hands, her ability to summon items will improve in many various ways and she will discover how to read enemies' intentions more precisely to even better prepare for what's coming. Have I mentioned there are also secret special weapons hidden around the realm of dreams?[/p][p][/p][p][/p][p][/p][h3]Dream me a dream[/h3][p]While the combat is designed to be strategic and meaningful, it is just one of many aspects of the game. You might go a long stretch exploring eerie dreamscapes without fighting at all, only to have a sudden encounter that tests your preparation. So maybe it's better to avoid the fight? Sometimes it's possible and actually beneficial, since you save up your precious resources for later. Admittedly, some encounters cannot be avoided: there is an enemy in your direct path and you will have to grab the pipe wrench, like that guy in the Take On Me music video.[/p][p][/p][p]Going beyond combat, survival in Labyrinth of the Forsaken will also mean solving environmental puzzles (so don't break that shovel too fast, if you've seen something interesting potentially buried somewhere), and making your way deeper into Amy’s dream world to uncover the truth about her brother Thomas.[/p][p][/p][p]I cannot wait for you to experience the tension, mystery, and occasional surprises that await in the Labyrinth. As always, I would love to hear your feedback, so if you have thoughts, ideas, or just want to share your experience, use Steam forums, or join my official Discord server[/p][p][/p][p]Stay tuned, and get ready to enter the dream on August 21!
[/p][p]— scriptwelder[/p]

Deep Sleep: Labyrinth of the Forsaken releasing August 21st!

[p]The wait is almost over… Deep Sleep returns with its darkest chapter yet![/p][h3]Labyrinth of the Forsaken releases on August 21st.

[/h3][p]Step into a haunting new adventure filled with unsettling atmosphere, mysterious puzzles, and the dreamlike horror you’ve come to expect from the Deep Sleep universe. [/p][p]✨ Brand new story [/p][p]🧩 Point-and-click puzzles with a mysterious twist[/p][p]🛡️ Turn based combat system & Upgradable skills [/p][p]🎵 Brand new soundtrack from composer Christopher Carlone [/p][p]🔎 Secrets hidden throughout the labyrinth[/p][p]
Don’t forget to wishlist and follow to be ready for launch! [/p][p]👉 Deep Sleep: Labyrinth of the Forsaken on Steam
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