1. Dark Hours
  2. News

Dark Hours News

Patchnote #63 for Dark Hours (v1.0.23646)

[h2]Patchnote #63 for Dark Hours (v1.0.23646) - 18/11/2025[/h2]
[h3]LD[/h3]
  • Wall in Museum Fix: Fixed a bug where a wall could sometimes fail to spawn (causing room holes in the map).
  • CCTV Speakers Fix: Fixed a bug where the host could not hear themselves through the ingame CCTV speakers.

[h3]General[/h3]
  • Item Holding Animation Fix: Fixed a bug where the item-holding animation persisted even when the player no longer had anything in their hands.
  • Item Spawner Rebalance: Adjusted loot distribution in the Auction House for single player mode.
  • Solo Teambag Objective: Increased the amount of money required to fill the teambag when playing solo.
  • Objective Item Fix: Fixed a bug where objective items (ie. fuses) could spawn inside a wall.
  • Item Locker Fix: Fixed a bug where items placed back into the locker after leaving a lobby were replaced by the last item the player was carrying.
  • Bomb Planting Fix: Fixed a bug where the white background effect was not correctly applied at the end of a heist.

Patchnote #62 for Dark Hours (v1.0.23619)

[h2]Patchnote #62 for Dark Hours (v1.0.23619) - 13/11/2025[/h2]
[h3]Monster[/h3]
  • Blind Ghoul & Metal Gate Fix: Fixed a bug where the Blind Ghoul could pass through the large metal gate in the Auction House.
  • Trickster Demon Fixes
    - Player Stuck in Wall Improvement: Improved handling of players physics who could sometimes previously get stuck in a wall after being caught by the Trickster Demon.
    - Trickster Invisible Fix: Fixed a bug where the Trickster Demon could sometimes become invisible when catching a player, making him impossible to counter.
    - Infinite Chase Fix: Fixed a bug where the Trickster Demon would endlessly chase the same player.
    - Inventory Fix: Fixed a bug where the Trickster Demon minigame could not be triggered if the player had their inventory open when getting caught.
  • Cursed Pharaoh & Taser Fix: Fixed a bug where the Cursed Pharaoh could remain stuck after being tasered.
  • Voltaic Wraith VFX Fix: Fixed a bug causing a persistent electric VFX.
  • Monsters in Van Fix: Fixed a bug where some monsters could follow players into the van.
  • Monsters Electrocution: Improved feedback when using electrocution on monsters, especially on the Cursed Pharaoh and the Driftborn, by adding an electrocution VFX.

[h3]LD[/h3]
  • Elevator Cruise Ship Fix: Fixed a bug where players could sometimes pass through the elevator door and fall into the void.
  • Stun Baton Spawn Fix: Fixed a bug where the stun baton would spawn inside furniture.
  • Van Colliders Lobby Fix: Fixed the van’s colliders to prevent any blocking issues in the lobby.
  • Corner Lobby Fix: Fixed a bug where players could get stuck in the environment in the lobby.

[h3]UI[/h3]
  • Timer Bomb Fix: Fixed a bug where the timer for the bomb-planting objective didn’t trigger for clients.
  • Item Slot HUD Fix: Fixed a bug that hid the item slots on the right side of the screen when the inventory was open.
  • History Font Fix: Fixed the font used in the game history.
  • Mafia Localization Fix: Fixed a localization error related to the Mafia.

[h3]General[/h3]
  • Crash Between Heists Fix: Fixed a crash caused by a synchronization point.
  • Microphone & Rejoin Fix: Fixed a bug where a player could neither hear nor be heard after another player disconnected from the session
  • Duplication Glitch Fix: Fixed a bug that allowed items to be duplicated.
  • Teleporter Timer Tweaking: Adjusted the teleporter cooldown time from 2 seconds to 60 seconds.
  • Teleporter Fix: Fixed a bug where the teleporter remote could be used like a hacking device.
  • Camera Hacking Device Feedback: Added a highlight when a camera can be hacked with the Camera Hacking Device
  • Hacking and Remote Control Device Sound Fix: Fixed a sound bug where all players could hear the placement of a hacking or remote control device no matter where they were on the map.
  • Walkie Talkie GPS & Cruise Ship Fix: Fixed a bug where the GPS Walkie Talkie indicated a key item at the elevator.
  • Mega Instant Camera Fix: Fixed a bug where part of the camera lens was visible in the photos taken.
  • Physical Object Clipping Fix: Fixed a bug where physical objects could clip through the floor when a plunger was thrown at them.
  • Reload Dart Mesh Fix: Fixed a bug where the dart mesh would float in the air during reload.
  • Grenade Tick Sound Fix: Fixed a bug where the grenade tick sound played twice.
  • Permanent Frozen Visual Fix: Fixed a bug where a player could remain visually frozen permanently.
  • "Carpool to Freedom" Achievement Fix: Fixed a bug that allowed this achievement to be earned without being in the van, as long as 4 players were alive.

Patchnote #61 for Dark Hours (v1.0.23553)

[h2]Patchnote #61 for Dark Hours (v1.0.23553) - 07/11/2025[/h2]
[h3]Monster[/h3]
  • Driftborn Feedback Fix: Fixed a bug where players remained in the “wet” state for the rest of the match after being caught by the Driftborn.
  • Trickster Demon Presence Fix: The Trickster will be more present.

[h3]LD[/h3]
  • Museum exit door Fix: Fixed a bug where, on a specific museum seed, the exit door could spawn behind a wall.

[h3]UI[/h3]
  • Roulette Selection Fix: Fixed a bug where the client was not triggering the contract roulette selection.
  • Mafia Reputation Fix: Fixed a bug where the player couldn’t use the Escape input while in the mafia rewards menu.
  • Locker menu Fix: Fixed a bug where the player could remain stuck in the locker menu if the heist started while the menu was open.

[h3]General[/h3]
  • Monster Optimisation: Optimized monster AI to improve in-game performance.
  • Freeze VFX Fix: Fixed a bug where the freeze VFX stayed on players.
  • Hacking & control camera Device Fix: Fixed a bug where the third-person item holding animation was incorrect.
  • Walkie Talkie GPS Fix: Fixed a bug where the GPS wouldn’t refresh correctly between heists when players kept it in their hand.
  • Walkie Talkie GPS Text Mod:Adjusted the text size displayed on the GPS walkie-talkie screen.

[h3]Known bugs:[/h3]
The Trickster has some known bugs:
  • Trickster Demon & inventory: bug where the player’s inventory display prevents from playing the Trickster Demon minigame.
  • Trickster Demon counter: The Trickster can appear to be erratic after being countered for a limited period of time.

Patchnote #60 for Dark Hours (v1.0.23498)

[h2]Patchnote #60 for Dark Hours (v1.0.23498) - 06/11/2025[/h2]
[h3]Monster[/h3]
  • Monsters Catch Fix: Fixed a bug where a monster could catch the wrong player, even from a distance.
  • Blind ghoul & Item Fix: Fixed a bug where the Blind Ghoul couldn’t hear certain thrown objects.
  • Blind Ghoul & Voice Fix: Fixed a bug where the Blind Ghoul could only hear the host of the game and not the other client players.

[h3]Gameplay[/h3]
  • Key Item Radar Walkie Talkie Fix: Fixed a bug where the item did not display key objects that had been moved.
  • Hacking & Remote Control Device Fix & Improvement: Fixed various bugs, simplified the displayed text, and added audio feedback.
  • Walkie Talkie GPS Fix: Fixed a bug where items on the first floor were not appearing on the Walkie talkie GPS.
  • Tranquilizer Minigun Fix: Fixed a bug where the Tranquilizer Minigun didn’t stop firing if the player was caught or frozen.

[h3]LD[/h3]
  • Trickster Card Visibility Fix: Fixed an issue where the Trickster Card could sometimes be seen through mini loot safes.
  • Missing Floor Museum Fix: Fixed a generation bug where part of the museum floor (Seed: -2099632980) sometimes failed to spawn correctly.

[h3]UI[/h3]
  • Contract Name Fix: Fixed a bug where contract names were not displayed correctly.
  • Contract Selection Update: Updated the contract selection system — it’s no longer a simple majority wins; the contract is now chosen randomly among the different votes.
  • Contracts Fix: Fixed a bug where the contract objective showed 1/1 even when it had been failed.
  • History Fix: Fixed a bug where the history no longer displayed encountered monsters or contracts.
  • Contract Selection Legendary Fix: The contract now correctly displays that the difficulty is increased by one level.

[h3]Achievement[/h3]
  • Speed Job Fix: Fix a bug where the achievement was obtained by leaving the game.
  • Beginner's Luck Fix: Fix a bug where the achievement was obtained by leaving the game.
  • Nobody Left Behind Fix: Fix a bug where the achievement was obtained by leaving the game.
  • Urban Legend Fix: Fix a bug where the achievement was obtained by leaving the game.
  • Welcome to the Nightmare: Fix a bug where the achievement was obtained by leaving the game.

[h3]General[/h3]
  • Durability & locker Fix: Items placed back in the locker now correctly retain their durability.
  • Item save in locker Fix: When returning to the menu or quitting, the items in your bag are now transferred to the locker.
  • Rejoin desync Fix: Fixed several issues occurring after rejoining a game due to contract desynchronization.
  • Rejoin duplication Fix: Fixed a bug where it was possible to duplicate items.
  • Item & Docker in Van Fix: The item placed in the van’s docker is now saved in that same spot between heists during the same night. If the game ends, the item will be transferred to the locker of the last player who placed it in the docker.
  • Item & Death Fix: When dying, players no longer keep their items for the next run.
  • Localization Fix: Fixed various localization issues, particularly in Korean, Simplified Chinese, Traditional Chinese, and Thai.
  • Silver Hippo Contract Fix: Fixed a bug where the required number of hippos did not spawn on the map to complete the objective.
  • Van Terminal Update: Added the mafia icon and its color to the contract display screen in the van.
  • Max Mafia reputation Fix: Fixed a bug where it was possible to reach reputation level 11.
  • Mafia reputation Scroll Bar Fix: Fixed a bug where the scroll button could be spammed infinitely in the mafia reputation menu.
  • Flare VFX Fix: Fixed a bug where the flare’s smoke VFX was not playing correctly.
  • Adrenaline & frozen effect Fix: Fixed a bug where a player under adrenaline was only frozen at the end of the adrenaline effect.
  • Selling Price Fix: Fixed a bug where the selling price of an item was incorrectly set to 50% of the item locked in the Mafia Reward.
  • Selling Item Fix: Fixed a bug where the item sold was sometimes not the item that was selected.
  • Wheelboard SFX Fix: Fixed a bug where the wheelboard played the sound of a broken mirror shield when it reached 50% durability.

One Week of Dark Hours 1.0: What We Fixed, What We Learned, What’s Next

[p]Hey burglars, Raven here 🖤[/p][p][/p][p]It’s been one wild week since Dark Hours left Early Access and stepped into 1.0. If you’ve been with us through the ups and downs (the bug hunts, the broken lobbies, the cursed microphones), thank you. Truly.[/p][p][/p][p]I wanted to take a moment to share what’s been going on behind the scenes: how the launch went, what went right and wrong (and why), and what we’ve been working on to improve things. [/p][p][/p][p][/p][h2]⏳ Before Launch: Building the 1.0[/h2][p]The two months leading up to 1.0 were intense, and honestly, tougher than we expected. There were so many things we’d been wanting to bring into the game for a long time: a reworked gameloop, new heist items, more interactions with monsters and the environment, etc. All of it with the goal of improving the overall experience, adding more fun and depth to what was already there.[/p][p][/p][p]In reality, much of that time was spent deep in technical work, especially integrating Epic Online Services. The goal was simple: make Dark Hours ready for crossplay between platforms, and bring custom microphone settings into the game (something many of you had been asking for since Early Access).[/p][p][/p][p]But that integration took longer than expected, with more than a few tricky challenges along the way. That extra work inevitably delayed or de-prioritized a few features that were already in the pipeline but not quite ready for release, things like the new gameloop, item lifecycle across missions, custom van interiors with their special items. The PvPvE mode was also affected, limiting its release to a PvP Training mode, while the full PvPvE experience (with seasons, progression, and leaderboards) is planned for a future update.[/p][p][/p][p]And as if that wasn’t enough, we also had the bad surprise of a major server outage hitting Dark Hours right on release day and in the days that followed, something I’ll dig into in the next section.[/p][p][/p][p]That’s why we’ve spent the past week solving issues and catching up on the polish for features that weren’t fully ready at launch, all to bring the experience closer to what we had in mind from the start.[/p][p][/p][p][/p][h2]💥 The Launch That Started With an Amazon Outage[/h2][p]When 1.0 launched, we expected a busy release, but not quite that busy. Within hours, reports started flooding in about voice chat not working, lobbies failing to connect, and crashes during missions.[/p][p][/p][p]We immediately knew something was off. As soon as we started receiving reports, we began investigating, and honestly, it wasn’t easy to figure out what was going on. Our first clues pointed to Epic Online Services: lobbies weren’t being created, and voice chat simply refused to work. We stayed in constant contact with Epic’s team, but at first, even they couldn’t pinpoint the cause.[/p][p][/p][p]After a few days of testing things on our own, we noticed that some players had trouble connecting directly to the web services behind EOS. That’s when we discovered what had actually happened.[/p][p]As some of you might already know, on October 21, Amazon EC2 experienced a major 12-hour outage that impacted services all over the world. We thought things had gone back to normal the next day, but for Dark Hours, they hadn’t.[/p][p][/p][p]To make it short: one of Amazon’s root certificates had expired, and the version of EOS we were using wasn’t able to renew it automatically. That single issue broke a chain of dependencies and caused the connection problems many of you faced at launch.[/p][p][/p][p]Once we identified the exact cause and reported it back to Epic, their engineers were finally able to help us patch it. On October 30, we pushed the fix live, along with all the other gameplay and stability improvements you’ve seen in the latest update.[/p][p][/p][p][/p][h2]💡 What Got Better With the Regular Update[/h2][p]While all of this was going on, we didn’t want to just sit still. So, during that same week, the team kept pushing forward: fixing, polishing, and adding some of the features that didn’t make it in time for launch.[/p][p][/p][p]We’re a small team of about ten people, and with both of our devs focused full-time on the EOS situation, the rest of the crew took the week to polish some of the features we’d mentioned earlier: the new item lifecycle across missions, the arrival of custom van interiors, a more refined gameloop — while also tackling a long list of bug fixes based on your reports.[/p][p][/p][p]You can find all the details in the dedicated news here:[/p][p][dynamiclink][/dynamiclink][/p][p]By the way, something I didn’t mention in the news: each van now includes a few advanced starting items that fit its theme (for example, Ice Grenades for the Ice Cream van)[/p][p]And just for fun, here are a few screenshots of the new van interiors, in case you haven’t seen them yet.[/p][p][/p][carousel][/carousel][p]
[/p][h2]🧠 What We Learned[/h2][p]This launch reminded us of a few important truths:[/p]
  • [p]Even carefully tested systems can buckle when they meet the real world.[/p]
  • [p]Sometimes, things will break that you couldn’t possibly predict.[/p]
  • [p]And most importantly: a small, passionate team can keep pushing forward when the community has their back.[/p]
[p][/p][p]We're doing our best to deliver the best experience possible. It’s not always perfect, but we’re working hard to fix issues as fast as we can so you can enjoy Dark Hours the way it’s meant to be played.[/p][p][/p][p][/p][h2]💖 The Most Important: Thank you![/h2][p]This release reminded us why we love this community. Your feedback, videos, and patience have helped us more than you know. Thanks for your unwavering support. It’s been incredibly helpful in improving the game day after day.[/p][p][/p][p]And on top of that, thank you for all the positive feedback you’ve sent our way, especially about the new Mafias bosses and gameplay items. It means a lot to us to see that you’re enjoying them as much as we enjoyed creating them.[/p][p][/p][p][/p][h2]📆 What’s Next?[/h2][p]Our immediate focus:[/p]
  • [p]Keep monitoring your reports on Discord, the Steam forums, and by email.[/p]
  • [p]Gameplay and quality-of-life improvements.[/p]
  • [p]New map rotation and monster behavior improvements.[/p]
  • [p]Preparing the next round of major updates[/p]
[p][/p][p][/p][p]From all of us at the studio: thank you again for everything.[/p][p]Get ready for your next heist night — and if you run into anything odd, drop it on the forums or Discord. We’re watching your reports every day.[/p][p][/p][p][/p][p]Good luck on your heists! [/p][p]Raven[/p][p][/p][p]
🔔 Stay updated on all things Dark Hours:[/p][p] Discord Tiktok Bluesky Twitter Instagram [/p][p]Or contact us at [email protected][/p]