1. Gullet
  2. News

Gullet News

Patch Notes 1.0.2

[h3]Change List:[/h3]
  • Further Improved Shader Pre-compilation
  • Greatly Improved performance of flare gun lasers
  • Fixed a bug that cause a sound effect not to play when presented with a choice near the end of the game
  • Added a decal to metal doors midway through the game to make it clear they're not interactable and fit in more with their surroundings
  • Fixed a bug that cause some ambient sounds not to play about midway through the game
  • Adjusted some journal entries text for better pacing
  • Made the ending area of the game much creepier with some adjusted visuals & music
  • Battery meter visual adjusted to better communicate the distinction between spent battery and not yet acquired battery capacity
  • Fixed a bug that cause an event late in the game to trigger again under edge case conditions
  • Adjusted Succumb choice consequence


I just couldn't stop myself from fixing up some little non-essential QoL features and polish before the weekend. Many of these points are a bit vague but I would hate to spoil anything for those who haven't seen the end(s) yet.

Best,
Joshua Allin

Patch Notes 1.0.1.9.4

Changes Made:
  • Capped max gamma so as to prevent players from whiting out their screens in later portions of the game
  • Re-balanced an environmental hazard that appears later in the game
  • Further improved shader pre-compilation to help reduce stutters in the first few minutes of a first playthrough

Patch Notes 1.0.1.9

TL;DR: Some players were having performance issues due to shader stutter and vsync. These issues have been greatly improved upon and the settings menu has been expanded to help further.

It's been great to see players enjoying GULLET so much. Feedback on the game has been very positive. Unfortunately, a few players have reported suffering from stuttering beyond the expected first time loading and few shader compilations at run-time.

I did some investigating and determined that some of these issues were linked to certain monitors not playing nice with GULLET's Vsync. To address this, I changed the Vsync from a standard implementation to an adaptive one, such that the game will act as if Vsync is off if the framerate isn't keeping up with the monitor's refresh rate. Additionally I added a toggle in the options menu so those players affected can just shut if off and play with fps caps to see if that works better for them.

Shader stutter should also be greatly reduced. Now it should be all gone for players on their first launch of the game by the end of the 2nd elevator ride. Shader compilation is stored in a cache so players who had issues with this on their first launch of the game won't in future (unless they've updated their graphics drivers in the meantime).

Change List
  • Made big changes to the shader pre-compiler. Shader compilation stutter should now be greatly reduced.
  • Changed Vsync implementation.
  • Added Vsync toggle in the options menu.
  • Added Framerate cap dropdown in the options menu.


If you are one of the few who had these issues, hop back in and see how it performs now. If it still doesn't perform well, try updating your graphics drivers to the latest and try again.

If you have any other issues/ encounter any bugs, it'd be very helpful to email me at [email protected] and follow this bug reporting guide: https://steamcommunity.com/app/3100790/discussions/0/4694531323073078523/

Patch Notes 1.0.1.8

Change List:
  • Moved a certain spawn point to allow for the player to collect more information calmly before being placed under duress.
  • adjusted minimum gamma value to prevent players from rendering some important features pitch black.
  • adjusted level geometry near the flare gun for better affordance


I've been watching how more new players have been playing the game and have gone ahead and polished some level geometry and UI sliders to help with player affordance and prevent players from hindering their experience with the gamma slider accidentally. Particularly by making some lighting effects (which were important for sign-posting/ guiding the player) not visible.

These issues should be good and resolved now but of course, I will keep a close eye out for any more little improvements I could make.

Patch Notes 1.0.1.5

Changes Made:
  • Re-balanced an environmental event in a later portion of the game to make it a bit easier to intuit what's happening