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DON'T SCREAM TOGETHER News

Audio Hotfix – Mic Input, WASAPI & Windows 11 Fixes

We’ve been continuing to improve the microphone and audio systems, especially for players on Windows 11. This update includes several important fixes as well as a new help menu in Mic Calibration to make troubleshooting easier.

Fixes like these are taking a little longer to roll out because we are doing much more testing than usual. There are many rare edge-case audio setups and we want to make sure each fix is stable and does not create new issues. Thank you for all the reports and patience. Your feedback helps us track down these tricky problems much faster!

  • Fixed mic input system for some users
  • Fixed issues in Windows 11 requiring Audio Enhancements Disabled
  • Fixed audio issues related to WASAPI
  • Added help menu to Mic Calibration to help with windows audio issues

Thank you. - Digital Cybercherries | Joe

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Hotfix Patch - Bug Fixes & Stability Improvements

Hi all!

We’re continuing to work through bugs and improvements. Each fix takes a bit of time because we want to properly test things and avoid creating new issues in the process. More fixes and improvements are actively being worked on. Thank you for your patience and support!

  • Fixed players falling to death when standing on dead players
  • Fixed players constantly restarting into the tutorial watchtower
  • Fixed players being able to leave the watchtower without the server host collecting the symbol
  • Fixed server restarting not putting players back at the watchtower once the tutorial has been completed
  • Fixed players sometimes falling through the watchtower due to level streaming and networking interruptions
  • Fixed many community reported stuck areas in the world
  • Fixed players not being able to trigger a scream on the menu after server disconnect

Thank you. - Digital Cybercherries | Joe

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Audio Fix Update - Thank You to Everyone Who Helped!

Hey all,

I hope your weekend is going well. When we woke up this morning, we saw a huge influx of players reporting strange audio issues. The experience many of you had was honestly terrible, and absolutely not what we want for anyone. I cannot apologise enough that something this disruptive slipped through. We are trying our absolute best here, and these last few days have been incredibly turbulent for us. But even with the setbacks, we are not giving up. We are learning, we are improving, and we are doing everything we can to make the game better.

All five of us have been up since the early hours, helping players, replying to reviews, gathering reports and trying to understand exactly what went wrong. It has been extremely difficult to reproduce and track down, but after a full day of digging, we believe we finally found the root cause.

It turns out that much of the instability and distortion was caused by the Windows 11 Audio Enhancements system. We are using a slightly older version of UE5 that predates the recent changes Microsoft introduced, and because of that the engine was not automatically handling the behaviour introduced in the May update.

With the help of several incredibly patient players, we managed to reproduce the issue, confirm the cause and implement a fix. The update is now live, and it should resolve the loud static and distorted audio many of you experienced.

To make sure the fix applies correctly, please restart Steam, allow the game to update, and then run Verify Integrity of Game Files. This will ensure you are on the latest version.

If you still have issues afterwards, please let me know. We are monitoring everything closely and we will continue working to improve the game.

Looking ahead, we are taking in all of your feedback and really thinking about the best steps for the game. One thing that has stood out is the mic calibration onboarding. We know it needs to be clearer, easier and simply better, so players can get the intended experience without feeling lost before the game even begins.

There are also several other improvements and ideas we are exploring, and I will share more about them in an upcoming dev blog.

For now, please make sure you download the latest update. Thank you again for your patience and kindness. It truly means more to us than you know.

To everyone who left negative reviews because of this bug, I completely understand why, and I am truly sorry for the experience you had. I will personally be going through each review from players affected and letting you know that the fix is now live. Thank you for telling us and giving us the chance to fix it.

Have a great rest of your weekend and speak soon - Digital Cybercherries | Joe

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Our First 24 Hours: The Good, The Hard, and What’s Ahead - Major Update #1

[p]Hi, all.

PATCH NOTES BELOW

Wow. What a twenty four hours it has been since launch. I want to start by saying that I have read all of your supportive comments. They are incredibly kind. When I say they mean more than you know, I truly mean it. Your words have helped me and the four of us get through what has been a very rough launch.

If you missed our last announcement and want to read it, you can find it here.
[/p][p]But there is also a voice in my head that needs to be honest with you. Your kindness means the world to us, but it does not erase the fact that the technical problems at launch were on us. Those issues were our responsibility, and we accept that fully. Not everything that happened was within our control, but the parts that were, we own completely.
[/p][p]So while I am grateful for your support, I also do not want it to distract from the fact that we still have lessons to learn. This moment has been a real character building experience for all of us as a team. And I know this might sound strange, but I actually would not change what has happened. This whole experience has taught us so much about ourselves, and you do not truly fail if you learn from it. I know that sounds cliché, maybe even a little cringe, but it is just me wearing my heart on my sleeve. I would not change how the launch went, because it showed us where we need to grow. And growing also means being honest about where we stand.

I know there are solo developers and even smaller teams who launch multiplayer games with far fewer issues. I admire those developers. But the truth is, as developers and as human beings, we do not always get it right, even when we give it everything we have. And I want to show you that we are humans behind the screen. We are not robots. So here is a picture of me and my best friend, Teddy.


We work hard, we try our best, and we feel everything you say, both the good and the bad. And I think it is important to remember that every game you play is made by real people. We laugh, we stress, we celebrate, and we make mistakes. But we love making games because creating something that entertains you brings us joy. That is the heart of it. That is why we do what we do. I fully understand the frustration and the disappointment. I respect the negative reviews that explain what went wrong and help us improve. But there are also comments that just... cut deep.... One review said they hope we never work on another project again, and there's many more like that. Reading something like that honestly hurts. It does not take away from the fact that the launch had problems. It only reminds me how easy it is to forget that there are human beings on both sides of the screen.


But yeah, setbacks do not define us. What we choose after them does. So, what have we learned?
[/p][p]I have been reading all your comments, feedback, and suggestions. In the first twenty four hours we have already shipped several hotfixes and our first major update. You can read the full list below. I also want to make something clear. Many issues you experienced were not things we saw during our testing (truthfully). We tested so much. We played through the game again and again, and nothing major stood out to us. But after sitting down together and talking as friends and as a team, we can now see what we could have done differently. Let's get into it.

[h3]Seeing the game through your eyes[/h3]
We should have tested the game with more people. With over three hundred thousand wishlists, our community was already huge. Instead of keeping the testing mostly between the five of us and a few friends and family, we should have brought you in. A private test. A public demo. Anything that let more of you try the game early. We relied too much on our own eyes and not enough on yours. That is something we will change. I am truly sorry for that. When thousands of you jumped in at launch, the game was suddenly being played in so many different ways. Different computers. Different settings. Different setups we never had access to. All these real world situations revealed problems that our small testing circle never saw. Seeing that happen made it very clear how important it is to test with a wider group in the future.

[h3]Understanding your experience, not just our own[/h3]
Another thing we learned is that just because something makes sense to us, it does not mean it makes sense to you. We have been making games for ten years, but we are still learning every single day. We are all a work in progress, and sometimes you miss things that only become obvious once thousands of people are experiencing the game for the first time. We understand the engine. We see all the moving parts. We know the rules of the game because we built them. But that can become a trap. We assumed certain things would be clear right away. The rules of classic mode or cursed mode made perfect sense to us, but looking at it now, I can completely see why they were confusing. We should have asked ourselves how the game feels to someone seeing it for the very first time, not how it feels to us as the people who have been living inside it. I am sorry for that too.

We are continuing to work on improving the game and fixing bugs. Over the next few weeks I will be personally reading all reviews and helping anyone who needs it. And I know it might not look like much from the outside, but the microphone calibration and voice detection systems are incredibly complex. Finding the right balance, testing it, tweaking it, and making sure it works across different setups takes a lot of time. These are not simple switches we can flip. But we are working on it every single day.


PATCH NOTES
[h3]MAJOR CHANGES[/h3]

    MIC & VOICE CHAT SETUP:

  • Added a mandatory calibration that must be completed at least once before play is allowed.

  • Fixed the calibration screen not appearing at startup.

  • Fixed mic calibration issues occurring in the in-game pause menu.

  • Fixed a crash related to VOIP debug messages and certain Steam usernames.

  • Adjusted in-game VOIP volume so players are no longer too quiet.

  • Added voice boost settings for improved clarity and audibility between players.

  • Added a vignette effect when speaking over the limit before the game starts.

  • Improved mic calibration mode for better voice recognition and smoother onboarding.

  • Improved balance for in-game voice detection for more consistent recognition, based on community feedback.

[h3]GAMEPLAY[/h3]


  • Fixed audio ducking while in the menu not working.

  • Fixed crash bug related to player deaths or during level change.

  • Quality-of-life audio improvements in the main menu, in-game, and during transitions.

  • Adjusted -dx11 compatibility launch option that will help some users with crashes or driver issues.

  • Fixed being stuck in tutorial mode after the first round in a tutorial session.

  • Fixed repeated respawning in the Watchtower.

  • Fixed hunter effigy showing “Press E” after being picked up.

  • Fixed in-game CamVOIP FX attenuation so directional audio now works correctly.

  • Reduced Watchtower trigger volume to prevent accidental activation.

  • Updated rules screen with clearer gameplay guidance, including avoiding traps and hunters; it now appears at least once per session.


Right, that's it for tonight. I hope you will stick with us. And if you left a negative review because of the launch issues, I hope you might give us another chance. The game is already in a much stronger place than it was on day one, and we are not stopping. And if you are enjoying the game, sharing your experience in a review helps us more than you know. We appreciate every constructive voice.

Thank you. - Digital Cybercherries | Joe

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An honest message about the launch.

[p]Hi everyone.
[/p][p]So, where to start... Seeing the negative reviews has been really hard. It’s a bitter pill to swallow, and I’m not going to pretend it hasn’t hit us emotionally. Making games is such a vulnerable thing. It feels like sharing something personal, something you love, something that comes from you, and then hoping people enjoy it. We put so much love, time, testing, and care into this game. We really did try our absolute best with the resources and team size we have.
[/p][p]We are only five indie devs. I am not saying that as an excuse, I really hope it does not come across that way. I just want to explain where we are coming from. We tested the game over and over, especially the microphone calibration. We tried different microphones, different software setups, got help from friends and family, and on our end it was working great, like, it genuinely was. And honestly, we had so much fun playing and testing it together. We really believed in it. But when your whole game mechanic relies on a microphone, there are so many edge cases you can never fully prepare for. Every setup is different. Every mic behaves differently. There are so many variables. We did do our best, even if it might not seem like that right now.
[/p][p]And I am so sorry to anyone who feels disappointed or frustrated. It hurts to read that. Truthfully, I have cried over this because it means a lot to us. Anyone who knows our team knows how much passion we put into everything we make. Maybe we missed the mark here in some places. Maybe we could have explained some things better or caught more issues before launch. We are human, and we are learning.
[/p][p]In the end, we just wanted to offer you all a fun, simple horror experience with a cool twist using the microphone mechanic that you could enjoy with friends, at a price point we felt was fair and accessible for what the game is. And maybe we did not think everything through as clearly as we should have. The multiplayer version of DON’T SCREAM has been one of the most requested things from the community, and we made this version for you because you asked for it. We believed we could take the original idea and build something special to share with your friends. But now we are learning, the hard way, that what works great as a single-player tension experience does not always translate perfectly into multiplayer without its own challenges.
[/p][p]That realisation has been painful, because the intention truly came from a place of wanting to give you what you asked for. We tried to deliver something fun, something different, something you could laugh and panic through together. Even if we stumbled in the process, the heart behind it was genuine. I also want to say that I really did try my hardest to explain what this game actually is. It is not a traditional horror game with a story, missions, or complex puzzles. It is a very simple jumpscare experience with friends, and I tried my best to communicate that clearly from day one. I wrote a Before You Buy FAQ, made announcements, updated the page, and did everything I could think of to set expectations honestly, because you work hard for your money and I wanted you to know exactly what you were buying. Even on the Steam page I clearly say the game is incredibly simple and explain exactly what you do in the game, but it feels like a lot of people skimmed past that or it just did not come across the way I hoped. So seeing people upset because it was not what they expected has been really disheartening, especially because I genuinely tried to be as open and upfront as possible. I want to be clear that I am not blaming anyone for this. If anything, I feel like I failed to communicate the game well enough, and that has been hard to accept.
[/p][p]But... We can sit here feeling sad, or we can learn from this and grow. And we want to grow. We want to take this experience, as tough as it has been, and use it to become better developers. We are not running away from the criticism. We are taking it on the chin, accepting it, and doing what we can to improve the game. This launch has taught us a lot, and we are choosing to use it to get better, not bitter.
[/p][h3]Here is what we are already working on: (Hotfix has been pushed)
[/h3][p]Mic calibration
We saw the automatic calibration being too sensitive for some players. We released a hotfix with a mic input slider to help with certain mics and setups. A lot of people also did not realise you can switch to manual calibration if the automatic option does not work well. We are improving how this is communicated, but for now, make sure to click the small arrows to change the calibration mode to Manual. The image below shows exactly where to find it.

[/p]
[p]HOTFIX:
• Added Mic Input Scale option to the Manual Threshold menu. Players can use this to lower their mic input level, which helps with lower quality mics or setups without pop-filters.

• Set Retry Mode to be enabled by default in Settings > Accessibility, so players can call out false positives more easily.

• Fixed an issue where some mic calibration settings were not saving properly for new users.[/p][p]• Fixed hunters getting stuck in the watchtower during the tutorial.[/p]
[p]
Thank you to everyone who gave our small horror game a chance. Thank you to those who shared feedback honestly, even when it was hard to read. It all matters. We love making games. It is what we care about deeply. We are not perfect, and we will not always get everything right, but we are listening, we are learning. Thank you again, truly. I will speak to you all soon.

Digital Cybercherries | Joe

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