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Deck of Haunts - Dev Blog #3 - The Audio by Willem Verheughe

Hello there! I am Willem, a 3D Artist for Deck of Haunts, but alongside that, with our limited capacity, I have had the opportunity to delve deeper and work on something that has interested me for a while, Sound Design.
It was a challenge but also a fun experience to learn while working on the Sound Effects in Deck of Haunts, so let's take a deeper dive into the process of making these creepy and twisted sounds you will hear in our Haunted Mansion.

The process

Starting off with no experience, I relied heavily on library sound effects. I slowly started building a library from free sfx (Sound Effects) I gathered online which I usually mixed together with some instrument plugins in Reaper and added sound effects on top of, such as equalizers, delays, reverbs, and so on.

However, relying only on library sfx has its limitations. As the experience grew, so did my confidence in recording my own sounds.
I started using props such as deck cards to create the sfx for the hover, selecting, and playing of the cards in game. I even started using my own voice. At the beginning it was a real challenge to not cringe when I started doing this, but using your own voice gives you more freedom.
I used it to add some grunting noises to the human when they die, take damage, or when you turn them completely insane.

However, my favorite recordings are the whispers of the house when playing your cards to torture or scare the humans inside. These whispers need to feel mysterious, spooky and scary. To achieve this, I recorded myself whispering some sentences in Latin or some gibberish. Usually I would record the same sentence a few times with different tone, speed, and loudness and throw these together in Reaper. There I overlap them, reverse some, and to make them all sound a bit more spooky, I add some pitch variation, some reverb, and delays on them. It's a fun process when you get the hang of it.

Preventing chaos

Working on the sound effects from a top down perspective, with an overview of the entire playing field, was quite the challenge. We have the awesome music tracks created by Aleks, the atmospheric background loops both indoors and outdoors, you have all the different rooms, the humans, and on top of that, you're playing cards, these also cast effects and VFX and so on... There is a lot going on, and that requires some balancing to prevent chaos.

The main mechanics that helped me to create this hierarchy of sounds are the zoom and hover mechanic. The zoom is used to distinguish most of the ambient sounds inside of the house from the ambient sounds outside of the house. There are however too many rooms inside the house to play all of them at once, so for this we used the hover mechanic. Each special room has their own unique ambient loop in order to strengthen their identity that can be heard when you hover over these rooms

[previewyoutube][/previewyoutube]
Back to work!

Now it’s time for me to return to the microphone and get creative with some newspapers and magazines, making some sounds for a fun new feature we’re introducing. This will add to the story surrounding the arrival of several bosses in the game.
I hope you will enjoy my whispers in your ears while playing Deck of Haunts! I for sure look forward to see the game out there for you all to play.
If you want to stay in the loop with the most recent updates, or talk to me or one of the fellow developers, come join our discord server:
https://discord.gg/s4Qu6pg7D7

Thank you for reading and until next time!

Small demo patch including localization

Fixed Bugs
  • Fixed language setting dropdown displaying English instead of current language.
  • Fixed tutorial toggle resetting when resetting the save file.
Changes
  • Nerfed pathfinders.
  • Chinese and Dutch Localization update.

Small patch for the Big demo update!

Changes
  • Nerfed pathfinders.
  • Japanese, Chinese, German, and French Localization update.
Fixed Bugs
  • Fixed a text jitter issue for certain cards and languages.
  • Fixed building card tooltip alignment.


Card-based roguelike Deck of Haunts has a beefy new demo on Steam

The beautiful thing about deckbuilding roguelikes is how much variety there is in the genre. Balatro proved that you can even take a classic like poker and turn it into a whole new thing, but sometimes you might want something a little more out there, and Deck of Haunts does just that. Right off the bat it'll remind you of tabletop games like Mansions of Madness, where you're trying to navigate a haunted house, except in this time around you are the haunted house. Neat twist! And it just got a beefier demo ahead of Steam Next Fest.


Read the rest of the story...


RELATED LINKS:

Play as a haunted survival horror mansion in Deck of Haunts, demo out now

Huge Demo Update!

Open the gates of your eerie domain and prepare yourself to haunt a fresh batch of unfortunate humans!

While working on the full game, we've also completed a huge update to our demo, with the key points being:
  • 5 New cards to haunt with
  • 2 New rooms to torment with
  • 2 Extra nights
  • A complete overhaul of the day/building-phase

You can find a full list below.

[previewyoutube][/previewyoutube]

We at Mantis Games cannot wait to see what configurations you can come up with, so feel free to post them here on the Steam Hub, on our Discord server or on our Socials!

And of course, if you like the demo, don't forget to wishlist, as this helps us enormously!



FULL CHANGELOG

Changes

Building:
- Changed “Upkeep” to “Sustain” and updated building system with expanded Sustain to encourage building closer to the heart and discourage clustering small rooms.
- Added an Undo button for all building actions.
- Made rooms movable even if they break the critical path to the heart for some rooms. This includes the entrance room.
- Remove Room card is free in the shop.
Humans:
- Added staggered waves so not all humans arrive at the same time.
- Added pathfinder trait. These humans will enter through a backdoor.
- Increased font size for traits in the portrait.
Cards:
- Added new cards:
- Killing Spree
- Marked by the House
- Unending Madness
- Manifest Fears
- Recurring Demise
- Increased cost for Move cards (Shifting Hallways, Compel, Collapsing Spaces).
- Added an animation when cards are played, Discarded and Banished.
- Gave Hidden Corpse trap a separate VFX.
- Added VFX for Coiling Madness.
- Added VFX for Gathering Miasma.
- Added VFX for Body and Soul.
- Updated card arts.
Rooms:
- Added new rooms:
- Mechanical Room: Reduces Sustain cost of adjacent rooms.
- Weapon Room: Doubles the damage you do to humans inside.
- Phobia Room now does Sanity drain based on the amount of adjacent rooms.
- Descriptions and formatting have been improved.
Controller Support
- Added hover for Humans, Rooms and Nightlong effect icons.
- Added Controller prompts for PlayStation controller.
- Added Controller support for the settings screen.
- Added 2 extra nights.
- Added a Glossary in the pause menu.
- Balanced Essence gain and costs.
- Immediately reflect gained Essence in UI.
- Added a custom tooltip visual override.
- Added stack amounts to the Nightlong effects icons.
- Added Keyboard shortcuts:
- Undo: “Ctrl“ + “Z”
- End Turn: “Enter “or “E”
- Added the option to disable the tutorial popups.
- Added the option to add a list of custom names for the Humans.
- Added Credits screen.
- More UI VFX.
- Azrael roaming.

Fixed Bugs

- False Lead Idle turn is no longer ignored due to grouping behavior.
- Fixed Room based VFX not triggering when played via a Human target in the room.
- Fixed Collapsing spaces VFX.
- Target Room door now highlights consistently for all Humans when hovered.
- Settings menu adjusts to language setting.
- All sounds are now affected by the sound settings.
- Fixed the harvest being ignored when the last human is driven insane AND harvested with Consume.
- Fixed Compel moving an insane Human, but their mesh stays in place. It now no longer affects Insane Humans though it can still be played on them.
- Dead and Insane Humans no longer show a highlighted door when hovered.
- Fixed VFX not despawning and retriggering when changing effects quality setting.
- Fixed Pin Pricks cost not resetting when it was in hand at the end of the night.
- It’s no longer possible to click end building while moving a room.
- Fixed grouping behavior causing Humans not to act if the leader was interrupted.
- Fixed grouping behavior causing Humans to move twice if they follow a leader into a room with another leader.
- Fixed Window Mode resetting between menu and game scenes.
- Fixed a calculation mistake in the shortest path to the heart.
- Fixed escaping warning message not disappearing when the Human has escaped and not updating to the shorter path if another Human panics closer to the exit.
- Updated Nav Mesh generation to avoid Humans getting stuck inside objects.
- Fixed spawning of doors on rooms consisting of multiple merged tiles. These doors would not open or highlight when explorers wanted to use them.
- Fixed Phobia room triggering.
- Fix being able to press confirm discard with a controller without having the required amount of cards selected.
- Fixed Stone Masons skipping a turn after being moved with From The Cracks
- Fixed Weapon room not being loaded on the second save file load.
- Fixed Confirm Discard working with controller if not enough cards are selected.

As always, thank you very much for the support!