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UPDATE 0.32.0 INTRUDER ALERT!

Happy Chinese New Year!
[h3] This update focuses on in-game fun and satisfaction, on one hand with cool new mechanics, and on the other hand through more polished visual effects and more impactful actions.

⚠New updates are only available in BETA during the first week of their release. To learn more, CLICK HERE!

Next update will focus on honoring SOUL PARK's most charismatic boss: SATANAS! 👹[/h3]

FULL CHANGELOG




[h2]GAMEPLAY IMPROVEMENTS[/h2]
    [h3]
  • added two limited time Chinese New Year decorations
  • money collecting is now manual!
  • customers can exit the park again[/h3]
  • placing/moving an object now places the last path tile selected instead of always the sandy one
  • customers' info tabs now have a proper description or their current objective
  • going to see Chester only takes a night token if you trade with him
  • waiting lines can now replace path tiles




[h2]NEW MECHANIC: MOVING CUSTOMERS[/h2]
    [h3]
  • you can now move customers arround the park[/h3]
  • they can be dropped anywhere on path tiles and around the harbor
  • innocent customers can also be dropped in the portal (more info below)


[h2]NEW MECHANIC: YEETING INNOCENT CUSTOMERS[/h2]
    [h3]
  • added the portal to Heaven Park[/h3]
    • innocent customers dropped inside the portal get teleported away with cool new fx
    • moving an innocent customer shows arrows pointing towards the portal to indicate what the player should do
    • a screen above the portal displays how many innocent customers are in the park
  • the cages minigame now rewards the player for finishing the day with 0 innocents in the park and also for not letting any customer escape
    • the reward scales up with player level




[h2]VISUAL IMPROVEMENTS[/h2]
  • added a tunnel at the other end of the Styx
  • corruption entities now face the camera during corruption hunting
  • added some satisfying shakes here and there
  • improved customer/corruption highlight texture
  • remade money particle
  • camera now shakes when a bomb explodes
  • made the day/night cycle disk a bit smaller
  • added particles on ride repair
  • added fx for night time's final countdown
  • improved the doors animation of the gears minigame
  • differentiated the cages
  • updated lava in chester's scene


[h2]CORRUPTION MINIGAME IMPROVEMENTS[/h2]
  • added a gauge showing how well you are choosing
  • tweaked camera angle
  • added instructions at the top of the screen
  • changed the buttons labels to "kick out"/"let in"
  • changed the animation for the id card if you let the customer enter




[h2]ACHIEVEMENTS[/h2]
    [h3]
  • Added 7 new achievements along with 7 new unlockable hats[/h3]
  • improved achievements tab responsiveness
  • achievements progress is now saved properly




[h2]OPTIMIZATION[/h2]
  • rewrote customer behavior for better performances
    • some minor behavior changes are to be expected


[h2]BUGFIXES[/h2]
  • fixed an exploit that allowed to get an infinite amount of night tokens
  • fixed customers entering after the corruption minigame being lost in the park
  • fixed whistle not always working for unclear reasons
  • fixed corruption hunting not being displayed properly
  • fixed customer queued after a corruption minigame not being saved properly
  • fixed palm tree effect range being 7 instead of 8 like the other trees
  • fixed path being placed/removed unintentionally while interacting with the UI
  • fixed objects able to be placed out of the grid
  • fixed rare cases of selecting something using the left click
  • fixed object sound volumes not scaling with distance
  • fixed hunting marks not being displayed at the right height above the customers' heads
  • fixed ride repair sound not playing
  • fixed wrong achievement caption for the collector on Steam
  • fixed a bug that sometimes allowed customers to cross waiting lines
  • fixed customer stuck in place during tutorial
  • fixed important gamepad issues
  • fixed chester's cutscene getting stuck if you tried to skip the last line of dialogue
  • fixed a bug that caused the game to misinterpret keyboard inputs when more than one key was pressed