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Gullet News

Patch Notes 1.0.3.2

[h2]Change List:[/h2]
  • Greatly Improved Shader Pre-compilation
  • Added alternate keybinds to the controller to make use of the face buttons. A-> Sprint/Jump , X-> Interact , B-> Flashlight.



Some players are reporting that they're still experiencing severe stuttering in the first area of the game. These stutters are a result of how Windows manages shader compilation, which has to happen at runtime and can cause these brief interruptions. I know it can be a bother, and I’m continuing to make improvements to reduce it as much as possible!

This patch should bring major improvements! Some players may still experience some brief stutters on the two elevators at the beginning of the game and maybe after the first long descent. If so, fortunately it clears up after this early stage of the game and should stay smooth for the remaining 75% of the game.

Additionally, GULLET stores this data in a file on your computer so it only occurs the first time a particular effect-lighting combo appears on screen. Thus, on repeat playthroughs it won't occur again.



Joshua Allin

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

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