1. Dollhouse
  2. News

Dollhouse News

DOLLHOUSE: RESHOOTS (MEGAPATCH)



Version 1.2.4


TALES OF TWO DOLLS FIXES


  • Updated the dialogue and sfx for the Doll when she is caught
  • Fixed a bug where the dolls are loaded in the epilogue.
  • Fixed a bug where the dolls are spawned in and after prison level
  • Fixed a bug where Doll events triggers during or immediately after player exits a safe room
  • Added new tab in Journal under evidence to explain about the dolls
  • The dolls no longer walk around until the Monster is released
  • Added two new tutorial audio references to the dolls
  • The dolls shouldn't appear until at least 1min after the player exits the safe room
  • The Memory locations last 2x longer after catching a doll
  • Updated the Idle animation for the burnt doll
  • Reduced the activation time for the burnt doll scare by 50% to give less time for players to react so the scare is more impactful
  • Removed the dolls in Part 2
  • Despawns the dolls when the monster is chasing after the player
  • Fixed a case where the normal dolls spawned lying down


GENERAL GAMEPLAY UPDATES


  • Updated the last room in the prison puzzle to be more inviting
  • Added a mannequin activation sfx so players are less confused when it occurs
  • Updated each theme with more varied mannequins
  • Added a new fog system for all themes
  • Updated the LUT so the game feels more noir
  • Implemented a general cannot use sfx for abilities to make them consistent across the board
  • Implemented cannot use messages for tracking attempt during the Ivy scare
  • Implemented cannot use message for Focus while under mannequin augments
  • Implemented static tracking kick count, so that the player is kicked from tracking after a consistent number of attempts instead of an increased chances of being kicked
  • Implemented a standardized gfx and sfx for initializing AoE Mannequin Augments
  • Fixed a bug where the Master Key does not glow on hover
  • Fixed a bug where stars pickups are brighter after hovering on them
  • Fixed a bug that prevents players from viewing their trailer in the Final Theatre
  • Fixed a bug that caused incorrect Mannequin Augment to be spawned in specific levels
  • Fixed a bug that caused the Mannequin Augment accessories to not be spawned on a static mannequin model
  • Added two new tutorial audio references to Mannequin Augments


QoL UPDATES


  • "Click to Continue" feature added instead of a timer system so players have a chance to read the loading splash
  • Made HUD ability name text 2 pts larger so it's easier to read on a larger screen
  • Standardized the positioning and sizing for collectable item splashes
  • Updated Script behaviour in the Detective Room so it no longer asks "Continue?"
  • Updated the repair effect in the HUD
  • Increased the size for the HUD's Repair Icon, Return Icon and Sightswap Icon
  • Lined up repair kit icon and text so it matches the other resources
  • HUD's flashlight now only turns red when the player cannot use the flashlight (decoupled from Flash ability)
  • Cannot flash now shows in safe rooms
  • Made objective text in HUD slightly larger
  • Made title and story text in the loading screen larger
  • Ability icons in HUD no longer appear in a safe room
  • The use ability hotkey no longer shows when the player is in a safe room
  • Updated evidence section in the Journal so the last unlock won't show instead of crossed out when the player hasn't unlocked it
  • Updated the "Cannot Use" icon for Focus and return to be bigger and centred on the eye
  • Character select should now say "unlocked" for the selected character rather than "completed"
  • If the monster hasn't spawned yet and the player Focuses, the scanning bar text shows a different text, the hotkey is turned off, and the "Cannot Icon" will be shown
  • Script icon on the left column is made slightly bigger and updated with a new icon


FINAL BOSS FIXES


  • Fixed a bug where the prison boss becomes invisible
  • Fixed a bug where the player can toggle light when they are in final boss kill mode
  • Fixed a bug where final boss death grunt is cut off
  • When stabbing the boss, it no longer shows a message on how much has been killed
  • Ability icons in HUD no longer appear when the player is the monster


GENERAL BUG FIXES


  • Fixed a case where the Script was showing up in the PT2 of each theme when it should be disabled
  • Fixed a case where the Script was not glowing in Safe Rooms when being hovered over
  • Fixed all Mannequins so their textures are now being shown correctly to avoid confusion
  • Fixed all Mannequins so their analyzed data corresponds to what is shown in-game
  • Fixed a bug where loadout menu item can become stuck after spamming equip/unequip
  • Fixed a bug where the chase ends prematurely while the player is in focus
  • Fixed bug where abilities icon background in HUD wasn't cleaning up properly if nothing is equipped
  • Updated mannequin information so it now displays properly the actual effects of the mannequins the player scanned
  • When the player dies, it'll no longer show any hint messages on screen and cleans them up
  • Fixed a fatigue display bug where it shows up despite the HUD being shattered
  • Fixed a case where the player used final flash and picks up a charge right after, this makes them unable to use the flashlight until it’s fully charged


AI UPDATES & FIXES


  • Fixed the monster sticky behaviour when the player is very close to alleviating rubberbanding
  • Implemented a feature to allow Dahlia projections to be destroyed for 15 seconds by flashing
  • Reduced Dahlia damage distance to make them less oppressive
  • Implemented specific wait durations for each of the monster scares
  • Fixed a bug where the monster sticks to the player even though the player is hidden
  • Implemented an additional chase condition when the player deposits Memories into the Safe Room Doors
  • Implemented an additional chase condition when the player exits the Lost Room after collecting the Master Key


PUZZLE UPDATES


  • Changed prison puzzle, so the Doll in the mannequin's lap in the Lost Room no longer spawns after completing the puzzle for narrative consistency
  • Updated film set puzzle's completed picture instead of showing a white picture
  • Made the symbols in Lobby Puzzle larger so it's easier to see on the clock's face


MULTIPLAYER UPDATES & FIXES


  • Fixed a bug where the knife model is still present after killing other players in a given round in MP
  • Implemented standardized vignette gfx for being hidden
  • Implemented blood gfx when stabbing is performed by the player
  • Fixed a bug where flashing gfx/sfx in MP is inconsistently played between server/clients
  • Knife icon is now given at the beginning of every round


2D GRAPHICS UPDATES


  • Updated the Curse Image to be consistent with the rest of the UI design
  • Updated the Level Up! And EXP UI textures to be more clear
  • Updated the low res images used for vinyls in the Journal and main menu
  • Added the Dolls Graphic for the Journal
  • Updated misc textures and shaders on a large batch of assets to make them look better and optimized
  • Updated the Evidence graphics used in the Journal to be black and white to match their visual counterpart in-game


3D GRAPHICS UPDATES


  • Disabled the light probes for all Traps, so it’s texture, doesn’t clash with the theme
  • Disabled the light probes for all Memory Stations, so it’s texture, doesn’t clash with the theme
  • Disabled the light probes for all Mannequins so it’s texture doesn’t clash with the theme
  • Disabled the light probes for all Environment, so it’s texture, doesn’t clash with the theme
  • Updated the texture for the Star pickups so it doesn’t look as dark
  • Added proper normal maps for each mannequin type so they look less flat
  • Fixed the emission values of the reels in the projector so it doesn’t clash with the room
  • Updated the Lost & Found Room Door texture to more visually consistent
  • Fixed the flow on the Prison Door so it's no longer red all the time
  • Fixed a Marie model display issue in the red carpet car ride
  • Film Set puzzle starting lights light up properly to the sequence as the player enters the room rather than the emission being on


AUDIO UPDATE


  • Updated the audio mixer used to make all audio feel more dynamic
  • Fixed all known audio issues for all the themes
  • Fixed all known audio issues for Lost and Found rooms
  • Added missing sfx for opening the Script in Safe Rooms
  • Added missing door unlocked sfx in each theme so players will now know when they used a key
  • Implemented sfx occlusion for illusion walls
  • Fixed the Focus end sfx
  • Implemented looped sfx for the Memory Station processing progression
  • Fixed a bug where projector looped sfx plays in the loading screen
  • Fixed a bug where the chase music is interrupted when entering into a safe room
  • Fixed a bug where the doorknob sfx is occluded during door opening


LOCALIZATION UPDATE


  • Made exp gain on the HUD bigger so Japanese and Chinese "EXP" doesn't look squished
  • The epilogue loading screen now translates properly into other languages
  • Updated localizations for all languages
  • Made subtitles a bit higher up on the UI layer so it'll show up after the player selected their story
  • Made the Movie Editor's director's instructions a little bit larger so it fits nicer for other languages
  • Fixed a mismatch localization in the option menu

OUR BIGGEST UPDATE IS COMING!



Stay tuned for tomorrow for an exciting update where we overhaul literally every part of the game!

[ROSE’S DIAGNOSTIC] REPORT #10 GAMEPLAY FIXES



TALES OF TWO DOLLS FIXES


  • Fixed a bug where invisible collider is present where Emily despawned
  • Fixed a bug where the wrong audio clips are used when Emily is caught
  • Fixed a bug that causes Emily to pose incorrectly during Pause
  • Fixed a bug that causes Emily to spawn a knife in her hands
  • Fixed a bug that causes Emily's Lantern to move during Pause
  • Removed the knife icon when interacting with Emily
  • Implemented additional chase behaviours for the Monster during part 2 chase sequence


GENERAL GAMEPLAY UPDATE


  • A SFX will now play to indicate that the monster is now free and dangerous in the tutorial
  • The master key now disappears from the HUD after entering the dressing room
  • Sprint bar now has an actual background to increase clarity
  • Fixed an analyzing case when players are looking at two scannable items, the sound might break up or end prematurely
  • When scanning in Focus, the text and scan bar resets so it indicates you can scan again to increase clarity


PUZZLE UPDATE


  • The Hedge Carousel now stops completely when the game is paused
  • Puzzle state system revamped: now it properly saves the puzzles if the player dies or leaves games without saving

TALE OF TWO DOLLS HOTFIXES

Version 1.2.3A
GAMEPLAY UPDATE


  • Updated footstep sounds for proper occlusion
  • Updated various animations to make the Dolls look more realistic
  • Updated the Rigidbody physics when the game is paused to prevent undesired effects
  • Implemented proper messages when interacting with the Dolls
  • Removed the Knife from the Doll Model
  • Improved animations to prevent clipping when the Doll is holding a lantern
  • Fixed the SFX dialogue when the Doll is caught
  • Fixed various light collision issues when the Doll is in motion

TALE OF TWO DOLLS LIVE



Version 1.2.3


Tale of Two Dolls Update


There are now two Emily Dolls in each theme to liven up the atmosphere. Be wary as one tries to help you, while the other tries to kill you.

One will be walking around the theme minding her business, however, you can try to catch her for some bonuses.

The other will less playful as she doesn’t move, but stare at her for too long, and you might regret it.

Be careful as one may bait you into another.

Welcome back into the Dollhouse.

GAMEPLAY UPDATE


  • A new batch of scares added
  • Scares now trigger dynamically
  • Additional checks for more scares spawning
  • Implements a duration check to prevent consecutive execution of the same scare
  • Updated shader material to account for fade out transparencies
  • Improved tv shader effect with light flickering to make it more realistic
  • Implemented superior tv static
  • Reduced the duration by which Evelyn monster waits before spawning near a player after picking up a memory


BUG FIXES


  • Fixed a bug where some abilities are not cleaned up properly after reload


QoL UPDATE


  • Updated Memory Stations with proper audio occluders to play sound more realistically