Demo Patch v0.4.4.1
[h2]Demo Patch v0.4.4.1[/h2][p][/p][p]Thanks to everyone that played the demo so far! I'm really happy with the results and got a lot of good feedback so far.
I want to bring up something while the demo is still available and keep an eye on how it evolves: level length consistency.[/p][p]I’ve seen different playthroughs; some where players took quite a while to find all the keys and the exit, and others where they completed both main levels in under 10 minutes.[/p][p]This amount of variation between playthrough lengths was not nice so I improved a bit the algorithm placing keys and the door in Level 0 (and its sublevels) to take spacing better into account.[/p][p]There are more things I want to do, also I would like to improve Level 0 puzzle further (instead of just finding 3 keys) to something more engaging, but for now this improvement should help.[/p][p][/p][p]There were many changes to difficulty and how it changes gameplay to list them, but there is a new difficulty selector when you start a new game so you can read all the details there.[/p][p][/p][h3]Added:[/h3]
Remember that the demo will be available until November 25th, a day before the game releases in Early Access.[/p][p]
If you got feedback or want to share a bug report, you can do so and get more info on how to help with log files in the following thread:
https://steamcommunity.com/app/2419010/discussions/0/597413522044021445/
[/p][p]There are some issues with Multiplayer on China, I added a text on the multiplayer lobby regarding this that links to this discussion thread: https://steamcommunity.com/app/2419010/discussions/0/597413522044018193/[/p]
I want to bring up something while the demo is still available and keep an eye on how it evolves: level length consistency.[/p][p]I’ve seen different playthroughs; some where players took quite a while to find all the keys and the exit, and others where they completed both main levels in under 10 minutes.[/p][p]This amount of variation between playthrough lengths was not nice so I improved a bit the algorithm placing keys and the door in Level 0 (and its sublevels) to take spacing better into account.[/p][p]There are more things I want to do, also I would like to improve Level 0 puzzle further (instead of just finding 3 keys) to something more engaging, but for now this improvement should help.[/p][p][/p][p]There were many changes to difficulty and how it changes gameplay to list them, but there is a new difficulty selector when you start a new game so you can read all the details there.[/p][p][/p][h3]Added:[/h3]
- [p]Improved consistency of Level 0 (and sublevels) keys and exit spacing.[/p]
- [p]Difficulty rework[/p]
- [p]Added Difficulty selector to starting new game flows[/p]
- [p]Revive hints, lowered revive time, improved player kill seen post processing effect[/p]
- [p]Phone ring now attracts entitiies[/p]
- [p]Added subtle sound cue to hidden Level 0 exit.[/p]
- [p]Various small bug fixes and stability improvements[/p]
Remember that the demo will be available until November 25th, a day before the game releases in Early Access.[/p][p]
If you got feedback or want to share a bug report, you can do so and get more info on how to help with log files in the following thread:
https://steamcommunity.com/app/2419010/discussions/0/597413522044021445/
[/p][p]There are some issues with Multiplayer on China, I added a text on the multiplayer lobby regarding this that links to this discussion thread: https://steamcommunity.com/app/2419010/discussions/0/597413522044018193/[/p]