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  3. Patch v0.5.3.0

Patch v0.5.3.0

[p]Hey everyone, here’s another small patch with a few fixes and improvements.[/p][p][/p][p]This update includes the first iteration of dynamic hints to improve the First Time User Experience, mainly focused on Level 0 and its sublevels. Exit signs will now appear near exit doors and spawn progressively depending on how long players take to finish the level. I’m planning to apply the same system to puzzle pieces in the next patch.[/p][p][/p][p]I’ve also tweaked a few systems based on feedback. The biggest change is that sanity now slowly drains all the way to 0 (previously there were soft caps limiting passive drain). Later on, I’ll add an event or consequence for staying at 0 sanity for too long, but for now you still need to be caught by an entity to die.[/p][p][/p][p]In the next patch, I’ll continue improving the FTUE and add some requested accessibility features as well.[/p][p][/p][p]Full patch notes:[/p]
  • [p]Added dynamic hints to Level 0s (0, 0.7, 0.87) exits that spawn progressively[/p]
  • [p]Skinstealers passive mode now counts down correctly when players are hiding in lockers[/p]
  • [p]Fixed issue with "I'm stuck" feature respawn positions sometimes clipping on top of another player[/p]
  • [p]Fixed issue with unreachable player backpacks when getting killed while entering a locker[/p]
  • [p]Added constant sanity bleed[/p]
  • [p]Fixed Level 188 Peripherals unlock calculation[/p]
  • [p]Changed Level 0.87 note visual[/p]
  • [p]Added hint next to Level 1 Gate[/p]
  • [p]Fixed bug with placed navigation items when revisiting a level, changed logic to always show hint and feedback on the needed item. [/p]
  • [p]Added next planned exits to journal as in-development[/p]
  • [p]Other small tweaks and improvements[/p]