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Pinhead Adventures News

Pinhead Adventures 0.2.2

Hey there adventurers! A big update today featuring many quality of life improvements!

Pinhead
Honey effect reworked for pinhead
Changed how thrown damage works, should result in more consistent, slightly higher damage
Fixed umbrellas hurting the player when thrown
Mantle and Vault have been fixed
The player will now drop their pickup stack if they are tripped
The pinhead will no longer get stuck in the facedown position after being tripped

Orbo
Teleporting to Orbo will no longer cost Action Points
Orbo will now properly play his teleport animation when being sent to the ship
Sending Orbo to ship now works properly
Orbo can now be directed even when he is presenting his stored items
Orbo will no longer be hurt by thrown objects. Temporary fix for some issues with him being hurt when grabbing upgrade statues

All Enemies
Optimized enemy damage collisions; should be more performant when more are around
Changed how vulnerable enemies are to thrown damage; Spikers take 1.5x damage, Spitters take 2x damage, swoopers are unchanged
Enemies that are killed with physics objects will drop double the amount of items

Spikers
Spikers nests will no longer reappear after loading a save
Max non-explosive damage dealt to spiker nests was raised from 1 to 5
Spiker nests will now break into a carriable. It is made of a highly valued material to the Pinheads
Fixed spiker staying stuck for too long after an attack, allowing it to rotate while still stuck
Spiker nests are now reflective
The inside of the Spiker nests are now very reflective
Small spiker nests should now slowly push out any actor trapped inside of them
Spikers now have a new mid range attack: double swipe
After a Spiker swipes at the player, if the player stays close there is a chance the spiker will jump backwards
Fixed Spikers being unable to walk if hit too fast

Lil Green
Fixed an issue where the level shield could start at the wrong position if the level was completed without loading a save first
Fixed a tutorial message on lil green for the hacking tool
Door materials have been updated to match the buildings
2 Dark matter cells have been added

Hackable Terminals will no longer be able to breathe

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

Patch 0.2.1 Unreal 5.4 Update!

Hello Adventurers! We have successfully ported Pinhead Adventures to Unreal 5.4! A big leap indeed!
Big Purp is in full development at this time, with more updates to come!

Pinhead
Aligning to surfaces has been reenabled
By holding down the swing button, you can now do an overhead swing
The slide jump is now smoother
Fixed some puzzle objects hurting the player after being dropped/thrown
Fixed issues caused by the hardlight popper hitbox
Fixed grapple upgrades not applying correctly in some cases
[Grapple CD upgrades was supposed to be limited to 8 upgrades, -2 seconds, but was actually uncapped, allowing a negative CD. New limit is 12, or -3 seconds]
Fixed upgrade notify text for grapple stun showing the incorrect adjustment
The Revive animation exits the animation smoother now
Should no longer be able to mantle or vault while bonking
Diving after slide will no longer lead to false starts
The minimum slide speed has been lowered as well as an animation fix.
New honey effect

Spiker
Animation tree has been redone, new animations have been added

Spitter
Fixed the Spit DoT triggering abnormally

Swooper
Fixed the Swooper from grabbing the player farther than normal

General
Fixed some In world UI elements not saving their text
Lights now are much less performance heavy
Ai Optimizations

Lil Green
Indicator lights were added to a puzzle
All dev elements have been disabled
The pipe asset has been changed to allow for the hologram effect. The puzzle no longer looks complete on entry.


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

Pinhead Adventures 0.2.1 Update

Hello Adventurers! We have a fair amount of fixes coming this week. We are also proud to announce that Big Purp has now started in development and is slated for release in September!

Enemies
Each enemy has had its materials reworked to bring some of the reactivity when hit and low health

Tools
Sword will now hit crates correctly when very close to them
Gun laser will now always reflect at least once when the reflector is attached
Gun will now recharge up to 2 shots
Gun will now recharge in combat
Grapple stun duration now increases by 0.2 instead of 0.5 per upgrade

Power System
Fixed premium buttons not detriggering correctly in some situations
Fixed being able to desync premium buttons if they are set to auto-deactivate
Fixed visibility of the doorBP trigger volume
Fixed socket puzzle parts not remembering if they have been discovered on save load
Fixed visibility of the end sequence trigger box after loading a save

Lil Green
Added new objective to Lil Green, added corresponding text to pause menu - "Enter Underground Warehouse"
Lil Green tutorials will now be removed correctly
Lil Green's shield expands slower
Lil Green shield will now originate from the top of the hardlight beam

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

0.2.0 Hotfix

Fixed some socket puzzles hitting the player when dropped
Fixed Lil Green main socket puzzle not behaving correctly
Fixed a hole on Estoria
Fixed a door on Estoria

New Update Roadmap

Here is an updated look at the new features present and planned for the upcoming updates!

Stay tuned for more!