Update - Demo Build v 1.4.0
Hello everyone! We have a new demo and playtest update just in time for the winter holidays! Even if you played our demo before, there are a lots of smaller and bigger updates for you to check out. It's live NOW so grab a cup of tea, your warmest blanket and download our demo to get cozily spooked!
If you played our demo or playtest before you need to start a new game as we have updates impacting the save data.
Here are the complete patch notes.
[h2]Gameplay[/h2]
[h2]UI[/h2]
[h2]Environment[/h2]
[h2]Gameplay[/h2]
[h2]Content[/h2]
[h2]Progression / Flow[/h2]
[h2]Art[/h2]
[h2]General[/h2]
[h2]Content[/h2]
[h2]Controller[/h2]
If you played our demo or playtest before you need to start a new game as we have updates impacting the save data.
Here are the complete patch notes.
New Features
[h2]Gameplay[/h2]
- New lantern system allowing the player to turn the lantern on/off with the Devourer reacting to it accordingly
- Ability to start a New Game which will reset all the progression
- New Whispers Fragment Power and Poisoned Corn added
- New smooth crouch and crouch-dash effect!
[h2]UI[/h2]
- New button to allow the player to continue the tutorial in case they changed their mind about skipping it
- New tutorials added both in-game, in the HUD screens and the Compendium
- Images now added to in-game tutorials
- New message pop up after you finish the game for the first time
- New card unlock animation after completing a Night
- New Ambrosia UI implemented in the main HUB as well as in the Warden Sight
- New animations have been added to the Whisper screen
[h2]Environment[/h2]
- Implemented new water for the puddles around the level
- New decals and meshes implemented in the Church and Windmill landmarks to bring it closer to our initial vision of the environment
- Lots of new small secret additions to the environment to make it stand out more
Updates
[h2]Gameplay[/h2]
- Changes to the camera shake as well as new implementations in various new places to improve the visual feedback and game feel
- A lot of tutorial updates including clarifications and tweaks
- The Water Fiend has received a lot of improvements to its visibility and its states
- Once the Devourer is banished the player can no longer interact with the Ambrosia or the Vigor around the level and their idle audio is also stopped
- The Devourer now plays a searching audio and an audio cue when it rushes to investigate with the attenuation dynamically adjusted so the player can hear it coming from afar
- Sight Fiends now have a cone that represents their vision
- Small tweaks to the Spine Growth Devourer mutation to make it clearer
[h2]Content[/h2]
- A few Strengths, Fortifications and Whispers have been rehauled and changed
- Ambrosia lore now requires 2 stages to be complete before it fully unlocks
- Tool throw range has been adjusted to be different per tool
- Adding visual and audio feedback when the Blood Flash cannot be used yet
- Tons of value tweaks and changes to the Whispers, Strengths and Fortifications making them more impactful
[h2]Progression / Flow[/h2]
- Adjusting starting flow to make it a smoother onboarding experience for the player
- The intro will now play after the player starts a New Game in the main menu not before entering the main menu
- Much more Ambrosia is now available to harvest in the Farmlands
- Rewards are now provided if the player escapes or banishes during the Night rather than just when they banish the Devourer
- Adjusted which Strengths unlock at the beginning VS end of the game
- Will only show the Current Hand after the second Night and the Compendium after the third Night
[h2]Art[/h2]
- The Ambrosia now has a much clearer consumed state
- The Devourer has been updated with new teeth and textures
- Tools will now grey out in Warden Sight if they have been used
- Updated the illustration backing for the abilities presented in Warden Sight
- All interactive items now show a text prompt if they can be interacted with or not as well as showing their other various states
- Objectives have been made a bit clearer
- Added an option in the settings menu to toggle the item flashing effect on/off
- Updated item highlight effect
Bug Fixes
[h2]General[/h2]
- Camera shakes will always apply to tools now
- Fixed a soft lock if the player stood still during the first tutorial and the Devourer ate all the Ambrosia, leaving nothing for the player to complete the tutorial
- Fixed an issue with post process materials not always applying when the monster was close to the player
- Fixed bug with the monster becoming invisible in rare occasions
- Fixed bug that didn't allow the player to step on bridges while crouched
- Setting colors in the main menu have been updated to use the correct color pallet
- Various navigation issues fixed
- Fixed a save data bug not allowing the player to continue their game
- Refactored all the poison implementation in the game fixing bugs in the process that didn't apply the poison correctly or insta killing the player
- Fixed a bug with our internal system not applying priorities to different value modifiers
[h2]Content[/h2]
- Fixed a bug that would lead to the Grave Shovel tool not functioning properly if attacked by the Devourer
- Fixed a bug with Twisted Empathy that would lead to its application timer not resetting properly if triggered twice in a row
- A ton of fixes with the Vigor being drained or not gained appropriately when various health systems interacted with each other
- Fixed a bug that would lead to the Good Portent Fortification still partially working after having been sacrificed
- If the player has a full-hand, now the shuffle button is hidden and not interactable
- Fixed a bug that would allow the player to start a night with below-minimum vigor
- When sacrificing cards the total Ambrosia in now updated if the player has the Fortification equipped
[h2]Controller[/h2]
- Added audio to whenever an entry of the Compendium is selected with a controller
- Fixed bug where you could not switch between the Current Hand and the Compendium with the controller
- Fixed a bug that would allow the player to, while playing with controller, press the sacrifice button with no cards selected
- Added the virtual cursor to the credits scene
- Fixed the bug that would lead to the player not being able to progress through the intro while using a controller
- Fixed an issue with the credits scene, which would lead to the controller's skip button not working sometimes
- Changed the controller input to skip in-game tutorial messages, and made the virtual cursor work in said screens