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Gullet News

Patch Notes 1.0.3.1.4

[h3]Change List:[/h3]
  • Changed wording of Keyboard & Mouse hint about braking to be more clear.
  • Further Improved Shader Pre-compilation


[h3]BEFORE[/h3]


[h3]AFTER[/h3]

Patch Notes 1.0.3.1.3

[h2]Change List:[/h2]
  • Fixed UI assets on load screens for ultrawide monitors
  • Improved shader pre-compilation
  • Refined the wording and event triggering of the hint related to the breath environment hazard on the tongue


Some players have been struggling with the tongue/breath segment of the game. In response I've added a hint there that will guide you towards overcoming that obstacle that triggers either after a couple of deaths or after not making much progress within a few minutes. This should help players who had conceptual trouble here avoid getting completely stuck.

Patch Notes 1.0.3.1.2

[h2]Change List:[/h2]
  • Further improved shader pre-compilation to reduce stutter when viewing effects under new lighting conditions for the first time.
  • Reduced Rappel State Cooldown from 0.5 to 0.15 seconds
  • Minor visual effects polish


There was previously a bug that could occurred for some players when landing on the ICBH where the player would rapidly cycle between the rappel state and the walking state. In a recent patch, I fixed this by adjusting the slope of that part of the game and adding a cooldown to the enter condition of the rappel state. Because of this, if you landed at just the right angle on the corner of a platform with the tether above you, there could be a short delay where you’re falling despite holding the handbrake (as you’re technically not “rappelling”). To be safe, I’ve tightened that window, so this won't be an issue going forward.


Joshua Allin
Solo Indie Game Developer | [email protected] | twitter.com/Joshua_Allin_ | youtube.com/@JoshuaAllin

Patch Notes 1.0.3.1

[h3]Changes Made:[/h3]
  • Hint history now no longer scrolls when the game is not pause and resets to the newest hint when toggling the pause menu
  • Increased left stick deadzone from 0.1 to 0.2

Patch Notes 1.0.3

[h3]Changes Made:[/h3]
  • Adjusted visuals on ICBH for better affordances.
  • Fixed a misaligned button on the gamma calibration screen
  • Minor improvements to shader pre-compilation
  • Fixed a bug that caused the player to transition back and forth between the walking state and the rappelling state


I felt like the part of the game where players get onto the ICBH had visuals that could have been more interesting to look at so I did another art pass on that part of the level. I also finished some minor bug fixes and UI re-alignments.