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Demo Next Fest update!

Demo 2.0 update
[p]The first update for the demo is going live! This update includes quality of life improvements, game clarify fixes, bug fixes, and performance improvements in key spots![/p][p]... And a couple new goodies.[/p][p][/p][h2]Quality of Life Improvements[/h2][p]There were a number of small elements that were proving to be either challenging or annoying for players, and I wanted to fix these! Here are a few examples of the improvements made:[/p]
  • [p]Door Interaction: While the click-drag interact was working fine, it wasn't making it clear enough that a door was unlocked if a player just clicked and released. This resulted in some players thinking a door was still locked when it was actually open. Improvement: Unlocked doors will now "nudge" open if you click "Try Door" once, instead of requiring you to try dragging to check. This should make it much easier to know if a door is unlocked or not.[/p]
  • [p]Hold-To-Interact: It wasn't always clear when an interactable object required the player to hold to interact with it. Improvement: Hold-interactables will now flicker and fade while holding. This should hopefully make it more obvious that the item can be interacted with and that a player is actively interacting with it.[/p]
  • [p](New Option) Disable Head Sway: You can now disconnect the camera from Victoria's head movement. The experience is still very much designed with head sway in mind, but this should help anyone who would prefer a more locked-camera experience![/p]
[p][/p][h2]Game Clarity Fixes[/h2][p]Key Story Interact Clarity: A couple critical interactables were hard to see without greatly turning up the brightness.[/p]
  • [p]Padlock: The padlock in the first hall has been made much easier to spot. It is now a gray metal color instead of the too-dark bronze color it was before, and it is better lit.[/p]
  • [p]Gas Valve: The gas valve lever in the wet basement was basically the same color as the wall, making it very hard to notice in the dark dingy space. It has been moved closer to the boiler and painted red to make it much easier to notice.[/p]
  • [p]Cockroaches: The roaches in the filth hall were hard to see against the dark mud, making it unclear what Victoria was reacting to. Now they crawl along the walls and are much more apparent. The hallway itself has also been improved if you happen to run farther down it or turn around, but I won't say how. ;)[/p]
[p][/p][carousel][/carousel][h2]Performance Fixes[/h2][p]A couple key areas of FPS drops have been addressed:[/p]
  • [p]Immediately after the first lightning strike.[/p]
  • [p]Upon entering the wet basement.[/p]
[p](New Option) I've also given you the ability to change your Anti-Aliasing method, in case the default is not running well with your GPU![/p][p][/p][h2]Bug Fixes[/h2][p]A huge thank you to everyone that played the demo, and doubly so for the wonderful content creators that streamed it! Watching people play is both incredibly rewarding for me personally, and also a great way for me to see bugs that I never would've encountered on my own![/p][p]Here are some of the bugs that I fixed:[/p]
  • [p]BUG: Closing your eyes while Victoria was speaking in the Infinite Ocean room would cause her to skip past the lab interrogation scene. FIXED.[/p]
  • [p]BUG: Closing your eyes while getting killed would result in you getting stuck on a white screen. FIXED.[/p]
[p][/p][p]I can't wait for people to enjoy the new tweaks, as well as the couple new content elements I've added to the demo! I hope you check it out and enjoy![/p][p][/p][p][/p]