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Pinhead Adventures News

Pinhead Adventures Revamped Patch 0.4.4

General
Moving platforms triggered by the player have had their timings normalized. 5 seconds to move, 3 to reverse direction upon leaving
Small spitter nests will no longer spawn pickups and new Spods when a nest is loaded in as broken
Fixed the stealth pin not turning off correctly right before you run out of stamina
When locked on, the camera will now look towards the reticle instead of the center of the target

Lil Green
The marker for the shield generator on Lil Green will now appear and be hidden correctly
Fixed a misconfigured statue shield on Lil Green (edited)

Orbo
While the Incinerator is in an Orbo inventory slot, the slot holding the Incinerator will turn into an Incineration Slot if a valid object is currently held.
Placing the currently held object into the slot will incinerate the object and drop the coin value. Only works while the incinerator has Hardlight
While the Vending machine is on and in an inventory slot, any time Orbo presents his inventory he will automatically restock your hearts and batteries.
Amount of restocked items will be limited to how many respective coupons have been collected
While Orbo has the shield generator in his inventory, he will have a shield around him that damages enemies that enter it. Can fizzle enemies

The Zino coming soon!
As always, feel free to follow us on X, Youtube, or here on the Steam forums!

Pinhead Adventures Revamped Patch 0.4.3

General
The pause menu can no longer be opened during cutscenes
The camera distance when close to the Portable Upgrade Station or the Vending Machine will now zoom in
Increased the damage enemies take from hardlight discharges from 1 to 20, will now cause the enemy to fizzle
Fizzle effects updated
All Statues materials have been adjusted. Ap and 1 up materials have been swapped
Some assets have had slight material changes.

Pinhead
The sideways force applied to the player while sliding on a slopped surface is no longer applied while in the air

Orbo
Orbo has a new animation set, and an updated face to match the style of the Pinheads
Directing orbo will now always require a short hold of the button to trigger the direct command
Orbo can be directed to move to a close point to him even if the teleport is on cooldown
When Orbo is hit, he will be launched further away and will teleport once he lands.
Adjusted some of the sounds that play during Orbo's hit sequence
Orbo will now look at the player as they approach him

Estoria
Fixed collision on a staircase in blue tower

Lil Green
Adjusted rock material



The Zino coming soon!
As always, feel free to follow us on X, Youtube, or here on the Steam forums!

1st Patch of the year! 0.4.2

Pinhead Adventures Revamped Patch 0.4.2

Pinhead
The pinhead now has speed lines
Added a radial charge bar to the reticle that shows current sword or gun charge percent

Orbo
Always presents upgrade kits
Hovers towards player while inventory is open
Extended Inventory range by 1 meter
Inventory no longer automatically opens, interact with him to open
No longer spits out Dark matter cells after gaining a new inventory slot
Now floats while collecting pickups
Can no longer move or be teleported while collecting statues
Invulnerable while collecting statues
Adjusted how the follow recall works, will no longer TP when the player is in the air, in combat, or going too fast
Simplified Orbo's flee logic
Protected from damage while and just after teleporting
Orbo will always teleport while directed in combat
When orbo is following, if he can't reach you his range to recall will be 15 meters instead of 150 meters
Orbo can now always be interacted with even when running from enemies
Orbo to Ship button in the pause menu will be deactivated while Orbo's teleport is on cooldown
Return to Orbo button in the pause menu will be deactivatred for a few seconds after teleporting to Orbo

When directing Orbo, the reticle will change colour based on if Orbo will teleport (purple, red when teleport is on cooldown) or walk to the location (orange).
Orbo can be directed to teleport while presenting if the direct button is held for longer than 0.3 seconds. This will close his inventory.

General
Each level has it's own style for hardlight bridge

Changed the Statue collection effect
Changed the Dark Matter Cell collection effect for Orbo

Fixed fallout collision across Estoria, Lil Green, and Big Purp

Fixed Fizzle out disappearing

All Tutorial Messages have been rewritten

All Part Socket Puzzles have the proper names and no longer read as "Part Socket"

All Nest Spawns have been aligned.
Spiker Nests 90s
Spitter Nests 120s
Swooper Nests 60s

Each major enemy now has speed lines. Careful!

The Zino has resumed development!
As always, feel free to follow us on X, Youtube, or here on the Steam forums!

0.4.1 Quick fix patch

We are out for the holidays! Expect some news in the new years outlining the release of The Zino, until then, Merry Christmas!

General
Fixed some camera sequences playing on a save load
Fixed save issues related to large enemy nests
Fixed some instances of rubble saving incorrectly
Fixed the lights and doors for the SSS on Lil Green not turning in some situations
Fixed Bay Door health, 3000 to 500
Fixed socket puzzles shutting off if a hardlight cell is placed near it
Fixed Orbo being unable to present your stored upgrade kits in some situations at the Static Upgrade Stations
Adjusted the names and descriptions for some of the attachments

Reworked the Gun
Shooting the armor on enemies will now only stun for 2 seconds, was previously the same duration as the grapple stun.
Explosive shot explosions now deal 3x gun damage, was 2x (direct hit + explosion = 4x damage)
Kills with explosive shots will instantly refund 1 ammo back to the gun
Explosive shot main beams are now able to also fizzle enemies
When an enemy is fizzled by the explosive shot, the excess hardlight is channeled back into the gun, doubling the passive ammo recharge rate until the gun is fully recharged, or another shot is fired
The gun now has a 'Charged' and 'Depleted' State
When Charged, the gun will always charge to full ammo passively
When Depleted, the gun will ONLY charge to 1 ammo passively while NOT in combat
The gun will become Depleted if all ammo is fired, requiring a reload or fizzling an enemy with an explosive shot to become Charged again

Pinhead Adventures 0.4.0 Revamped Update

Pinhead Adventures Revamped Patch 0.4.0

General
All shelves and tables now spawn items on them by default
Pallets improved
Lab Keys, Key Cards, Shield Keys, and other puzzle parts can now be found on all levels
Mushroom material now emits light
Hardlight Bridge Gate collision has been reworked
Cutscenes have been added
New sound effects
General performance optimizations
Damaging Hardlight Units while they're in a socket will knock them out and cause an AOE stun
Some UI changes
Large statues Hit boxes have been made larger
Physics objects weigh more

The Pinhead
Fixed a long standing bug causing the pinhead to get stuck if hit while getting up
You can no longer wall slide while bonking or in hitstun
Fixed the sword initial collision detection, should be more consistent when breaking boxes specifically
Damage invulnerability now scales with health percent. Lower health is longer invulnerability
Can now hold either sword or gun to be able to charge. Cannot charge both at the same time
Movement and Animation bug fixes
More voice lines
Removed some extra aim at rotations causing over exaggerated bends in the pinheads movement while carrying items
Cleaned up the look at rotation, in general, Pinhead will look at directly towards where the player is looking
Fixed a bug causing the rotation for wall sliding to apply while carrying items or stacks
The Gun has been reworked, charge shot will now refund a shot and boost its recharge until it is fully charged.

5 New Attachments!
Find them in game to see what they can do!

Sword Dark Matter Waver
Gun Overcharger
Grapple Stun Beacon
Belt Money Magent
Stealth Pin

Hacking tool
Colors have been changed

A temporary Super Self Serve unit has been placed in each SSS

Estoria
Complete level overhaul
Tutorial Zone reworked
Incinerator has been moved to the blue tower from Big Purp
Completing Estoria now rewards more Zortan Return percent
Item spawns adjusted

Lil green
You can now crash on Lil Green
Complete Level overhaul
Tutorial Zone added
Shield Generator has been added (This is a key item)
Item spawns adjusted

Big Purp
You can now crash on Big Purp
Tutorial Zone added
Added Hardlight units to the item spawns
Shield Keys purchased from the Super Self Serve now work
Item Scanner can now be found in the Super Self Serve
Hardlight Cell shop has been added to the Super Self Serve
All item spawns have been redone
Item spawning has been rebalanced
Book Page spawns redone
All Enemy Spawns have been redone
All foliage has been redone
Some puzzles are now easier to complete. Location of key items are now closer to puzzles
Lighting has been adjusted, overall brightness has increased
Some performance optimizations
Lab now requires the lab key to enter
Lab reworked, now rewards with a dark matter cell
All 3 substations need to be powered in order to power the tower entrance to the Library

There are now tutorials, please be patient as the system is new and we are still adding more.

We are introducing a new enemy, the Spod!
The Spod is a 1 shot enemy that can dive at you, shoot at you, or heal other enemies
The Spod drops 3 resources when killed

Spitters
Can now spawn Nests
Can spawn Spods
Lowered HP from 200 to 100
If an enemy has low hp, it will attempt to heal them

Swoopers
Amber Hearts have been added to the game, these drop from swoopers and their nests.
Amber Hearts offer a full heal, and unlimited stamina for a short time.
You cannot store Amber Hearts in Orbo

Spikers
Hp buffed from 50 to 65
Drops increased from 5 to 7

Nests
Hitting Nests now shakes them
When a Nest reaches a threshold, it will spawn an enemy. This varies per nest!
Ground alignment has been reworked

Spiker Nests
Small Nest Hp was 200, now 185
Spawn cooldown was 75, now 60
Dropped 6 items, now drops 5

Big Nest HP was 475, now 500
Spawn Cooldown was 75, now 90
Dropped 12 items, now drops 15

Swooper Nests
Small Nest Hp was 250, now 150
Spawn cooldown was 60, now 35
Dropped 5 items, now drops 4

Big Nest Hp was 475, now 435
Spawn Cooldown was 75, now 45

Spitter Nests
Small Nest Hp was 100, now 85
Dropped 6 items, now drops 3

Large Nest Hp was 250, now 255
Spawn Cooldown was 75, now 150

The Attribution button in the credits screen now brings up a scrollable window displaying all of the extra credits for the game.

As always, feel free to follow us on X, Youtube, or here on the Steam forums!