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Backrooms: Wit's End News

Patch v0.5.7.4

[p]Hi everyone, small patch this time with some changes to stamina and player speed based on feedback:[/p][p]The player is now slightly faster, especially when sprinting.[/p][p]Stamina now drains slightly slower (effectively increasing total sprint time), but it also regenerates a bit slower.[/p][p]Entity movement speeds have been adjusted accordingly.[/p][p]This patch also includes a new game loading screen, which improves stability for multiplayer services such as voice chat and Steam connectivity.[/p][p]A few other small adjustments and fixes were also made.[/p][p][/p][h3]Full patch notes:[/h3]
  • [p]Player walk speed: [c]3.2 → 3.3[/c][/p]
  • [p]Player sprint speed: [c]5.8 →[/c] [c]6.4[/c][/p]
  • [p]Standard stamina sprint drain rate: [c]13 → 12[/c][/p]
    • [p]For big levels (1, 2): [c]11.5 → 11[/c][/p]
  • [p]Standard stamina regen rate: [c]35 → 30[/c][/p]
    • [p]For big levels (1, 2): [c]45 → 40[/c][/p]
  • [p]New game loading sequence improving service initialization before game start[/p]
  • [p]Slightly lowered overall jumpscare volume[/p]
  • [p]Disabled the SSGI graphic setting (this was experimental; a more stable real-time global illumination solution is planned)[/p]
  • [p]Increased base whistle volume, but added a spam penalty (whistle volume decreases if used repeatedly in a short period of time)[/p]

v0.5.7.0: Rescue Expedition

[p]Hi everyone, I’m back with a regular update. The main addition this time is a small in-game objective that gives players more purpose during exploration.[/p][p][/p][p]Earlier versions hinted that a rescue expedition is searching for you: now you can actively try to find them. You’ll discover clues throughout the levels, and the final point of this objective is dynamic, adapting to any path you take.[/p][p][/p][p]There’s also a new level start screen that explains more about the setting and the Backrooms for new players.[/p][p][/p][p]These additions are part of the recent Development Update focus on improving onboarding and the First-Time User Experience. So far, related metrics are improving, and this should be one of the last major steps before I shift focus back to new content such as additional levels and entities. I’ll share more details in the next development update coming in March.[/p][p][/p][p]Full patch notes:[/p]
  • [p]Added new "Find the Rescue Group" quest and Achievement[/p]
  • [p]Added new "Complete your Journal" extra quest[/p]
  • [p]New Objectives system[/p]
  • [p]New game start screen[/p]
  • [p]Added Rescue Group cinematic[/p]
    • [p]Thanks to Philip Kingsley for the voice acting![/p]
  • [p]Added new blocked door hint in Level 188[/p]
  • [p]Increased a bit Level 0 green light hints[/p]
  • [p]Improved Level 1 Exit close gate clarity[/p]
  • [p]Added new hint signs on Level 0 Exit[/p]
  • [p]Added some props to Level 0.87 Exit[/p]
  • [p]Added flashlight turn-on animation[/p]
[p]Some changes that were not posted, released as patch v0.5.6.2:[/p]
  • [p]Increased Skinstealer respawn cooldown time[/p]
  • [p]Lowered Peripheral unlock time[/p]
  • [p]Fixed issue that prevented Entities from spawning in Level 1[/p]
[p][/p]

Patch v0.5.6.0

[p]Hi everyone, hope you had a nice start of the year![/p][p]In this small update, I've added an in game navigation map, that you can check any time during the game by pressing the "M" key.[/p][p]The map tracks levels visited in the current run, discovered exits, and levels found in previous playthroughs.[/p][p]This update also includes a few other small fixes and improvements, listed below.[/p][p][/p][p]For the next update, I’m aiming to introduce changes to the game’s start, including a short cinematic that explains the setting, and finally add the soft-ending/Early Access objective mentioned in last month’s dev update (Check it here!)[/p][p][/p][p]Full patch notes:[/p]
  • [p]Added In-game Navigation Map[/p]
  • [p]Improved Journal and Map usage hints when players aren’t checking them frequently[/p]
  • [p]Fixed subtitle feedback on the Level 0 door key not correctly counting the number of keys[/p]
  • [p]Journal now opens on the last discovered entry[/p]
  • [p]Small bugfixes[/p]

Patch v0.5.5.0

[p]Hi everyone, another small patch significantly improving player-to-player collision in multiplayer. I’ve also added some accessibility settings and additional hints on Level 0.[/p][p][/p][p]For the next patch, I’m working on an in-game navigation map, along with further improvements to onboarding and accessibility.[/p][p][/p][p]Wishing you all happy holidays![/p][p][/p][p]Full patch notes:[/p]
  • [p]Improved player collisions on multiplayer[/p]
  • [p]Added camera sway and lean setting[/p]
  • [p]Green glow hints for Level 0 Keys[/p]
    • [p]Also new clipboard hint about green glow can be found in Level 0[/p]
  • [p]New lore hint on Level 0 exit[/p]
  • [p]Disclaimer for fake player joined event[/p]

Patch v0.5.4.0

[p]Hey everyone, in this update I’m addressing one of the issues discussed in the Development Roadmap post regarding level navigation.[/p][p][/p][p]With two new level exits, I’ve removed a common dead end in Level 2’s navigation. There’s now a new exit from Level 2 → Level 188, and another from Level 188 → Level 1. This should make it easier to move through the main levels and prevent players from accidentally missing core content. [/p][p]I’ve also improved feedback when interacting with next-level doors.[/p][p][/p][p]I wasn’t able to include the accessibility features mentioned in the last patch. I’ll try to include them in the next update, right now I’m working through a long list of fixes, prioritizing the most impactful changes first.[/p][p][/p][p][/p][p][/p][p]Full patch notes:[/p]
  • [p]Added new level exits:[/p]
    • [p]Level 2 -> Level 188[/p]
    • [p]Level 188 -> Level 1[/p]
  • [p]Added journal completion progress bars[/p]
  • [p]Changed a bit the dev statement on Level 3 entrance[/p]
  • [p]Lowered slightly entity chase extrapolation time (time the entity still follows you after it lost line of sight on a chase)[/p]
  • [p]Improved next level doors hover text feedback and even warning on backtracking, also hold to interact for next level doors.[/p]
  • [p]Improved feedback on loading multiple keys at once on locked doors[/p]
  • [p]Fixed issue where clients where not counting for objective update[/p]
  • [p]Improved player collision physics on multiplayer[/p]