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Those Who Dwell News

Weekly Update! More Bug Fixing & Polish

[p]Hey Everyone! First of all a huge thank you to everyone who has played Those Who Dwell so far and taken the time to share feedback and report issues. As a solo developer, your feedback, bug reports, and suggestions directly shape every update. This game genuinely wouldn’t be improving at the speed it is without you.[/p][p]This week’s update is heavily focused on bug fixing, performance improvements, and polishing multiple late-game areas and endings. Here’s everything included so far:[/p][hr][/hr][h2]Performance & Lighting Improvements[/h2]
  • [p]General lighting updates across multiple levels[/p]
  • [p]Performance optimisations, especially on Levels 9 & 10[/p]
  • [p]Fixed volumetric light orbs appearing incorrectly in some areas[/p]
  • [p]Reduced the glow intensity of spirit memories[/p]
  • [p]Fixed floating rocks in several locations[/p]
[hr][/hr][h2]Progression & Soft-Lock Fixes[/h2]
  • [p]Fixed a progression blocker after Level 8[/p]
  • [p]Fixed a progression blocker after Level 9[/p]
  • [p]Fixed an issue where wood and nails were not required to progress after Level 3[/p]
  • [p]Fixed the puzzle door bug in Level 10[/p]
  • [p]Fixed a bug that prevented rekindling the final light in Level 10 when out of light[/p]
  • [p]Disabled “Continue” on the Main Menu after returning there from an Ending[/p]
  • [p]Fixed the Ending epilogues being swapped[/p]
[hr][/hr][h2]Puzzle, Shrine & Totem Updates[/h2]
  • [p]Removed the secondary interaction from shrine totems[/p]
  • [p]Fixed a bug where you could place a totem but still be holding one[/p]
  • [p]Disabled interaction with the lockbox in Level 5 after it’s opened[/p]
  • [p]Polished the candle stairway puzzle in Level 5[/p]
  • [p]Added a door rumble, screen shake & sound when completing puzzles in Levels 7, 8 & 9[/p]
  • [p]Reduced the amount of light taken when offering to shrines by 50%[/p]
  • [p]Improved the chalk interaction in Level 10 to be clearer and more forgiving[/p]
[hr][/hr][h2]Controls, UI & Input Fixes[/h2]
  • [p]Fixed a major bug where pressing A/Interact after pausing could return you to the Main Menu[/p]
  • [p]Changed running input from gamepad stick hold → trigger hold[/p]
  • [p]Fixed interaction prompts sticking on the screen[/p]
  • [p]Fixed the secondary prompt option missing correct gamepad input[/p]
  • [p]Disabled decals appearing on held items[/p]
[hr][/hr][h2]Visual Polish & Level Fixes[/h2]
  • [p]Made the cave painting more visible in Level 3[/p]
  • [p]Fixed a visual level gap in Level 2[/p]
  • [p]Fixed the hard-hat scaling in Level 2[/p]
  • [p]Polished paper notes to be easier to spot in certain levels[/p]
  • [p]Removed hint text from wooden boards after Level 1, since the crowbar is already obtained[/p]
  • [p]Added another oil interactable at the end of Level 4[/p]
  • [p]Fixed being unable to collect oil after the “I can’t hold anymore” message[/p]
  • [p]Polished various late-game visual moments and all endings[/p]
[hr][/hr][h2]Coming Very Soon[/h2][p]Before the next weeks update, I’ll also be adding:[/p]
  • [p]A Level Select option on the Main Menu for players who have already completed the game and want to revisit specific chapters[/p]
  • [p]More in-game context and storytelling for the cave paintings[/p]
[hr][/hr][h2]Thank You & Keep the Feedback Coming[/h2][p]Bug fixing, optimisation, and polishing is still ongoing and constant, and it’s all been driven directly by player feedback. A massive thank you to everyone who has played so far and shared their thoughts![/p][p]If you haven’t already:[/p]
  • [p]Feel free to leave feedback in the Steam Discussions[/p]
  • [p]Let me know what you love and what you hate[/p]
  • [p]And if you enjoy the game, please consider leaving a Steam review as it makes a huge difference for small indie developers like myself.[/p]
[p]More updates soon.
— Luke[/p]

Weekly Update! Bug Fixing & Full Gamepad Support Now Live

[p]Hello everyone,[/p][p]This past week has been fully focused on improving stability, polish, and accessibility for Those Who Dwell.
Thank you to everyone who has shared feedback, reports, and suggestions so far it’s been amazing and I always welcome more.[/p][p][/p][h3]What’s new in this update[/h3][p]Full Gamepad Support[/p]
  • [p]Complete controller compatibility across the entire game[/p]
  • [p]Improved input responsiveness and consistent button mapping[/p]
  • [p]Smoother navigation for menus and interactions when using a controller[/p]
[p]Lantern / Light System[/p]
  • [p]Instead of using an oil bottle to give yourself more light whenever you pick it up, now you can hold up to 2 oil at a time (marked on your HUD) and you can press a button use it when you need to.[/p]
[p]Bug Fixes & Stability Improvements[/p]
  • [p]Lighting adjustments to all levels[/p]
  • [p]Lantern durability slightly increased[/p]
  • [p]VHS gradually getting worse with your light tweaked[/p]
  • [p]Improve interactive item visibility so they do give off a slight glow when you're near them to help you identify whats a prop and what's interactable[/p]
  • [p]Fixed being unable to pick up the shovel in level 2[/p]
  • [p]Added a light to the padlock box in level 6[/p]
  • [p]Updates to the main HUD and interaction HUD[/p]
  • [p]Fixed being able to interact with a lantern multiple times[/p]
  • [p]Fixed having a totem attached to you[/p]
  • [p]VHS Glitch sounds now can be turned down in the SFX volume (will move that to its own category soon)[/p]
  • [p]Fixed getting stuck out of access when trying to use pause and inventory at the same time[/p]
  • [p]Fixed some level bounds issues causing you to get stuck out of a play area[/p]
  • [p]Clearer sign of where to place totems[/p]
  • [p]Key's have been made easier to spot[/p]
  • [p]Light flare fixed in level 5[/p]
  • [p]Fixed being unable to look up after using the padlock[/p]
  • [p]Fixed vhs filter popping on randomly when turned off in settings[/p]
  • [p]Fixed vhs sounds appearing when you have the vhs mode off[/p]
  • [p]Fixed the camera sensitivity feature [/p]
  • [p]Fixed being able to hear footsteps after turning down volume[/p]
  • [p]Tooltips for zooming and back added to Inspection UI[/p]
  • [p]Fixed reticule appearing when it should be off[/p]
  • [p]Fixed the notes achievement bug[/p]
  • [p]Fixed whisper sounds not being controlled by volume[/p]
  • [p]Change Motion blue to On/Off rather than checkbox[/p][p][/p]
[p]This update is part of my ongoing aim to refining the experience and making the game as smooth and immersive as possible.[/p][p][/p][p]If you encounter any issues or have feedback, please continue to share it in the Steam Discussions.[/p][p][/p][p]Every report genuinely helps shape future patches.[/p][p][/p][p]Thank you again for supporting Those Who Dwell and Midnight Forge Games [/p][p][/p]

Those Who Dwell is Out Now on Steam

[p]This is a short, atmospheric folk-horror game focused on isolation, environmental storytelling, and the slow uncovering of the horrors beneath.
[/p][p]Thank you to everyone who wishlisted, followed development, or supported Midnight Forge Games along the way. As a small indie developer, that support genuinely means everything.[/p][p][/p][p][/p][h3]Post-Launch Support & Feedback[/h3][p][/p][p]Now that the game is live, I’ll be actively monitoring feedback and working on the first patch update, focused on:[/p]
  • [p]Gamepad Support[/p]
  • [p]Bug fixes[/p]
  • [p]Stability improvements[/p]
  • [p]Minor polish adjustments[/p]
[p]If you encounter any issues, have suggestions, or just want to share your thoughts, please leave your feedback in the Steam Discussions section. It helps massively in improving the game and shaping future updates.[/p][p][/p][h3]Let me know![/h3][p]If you enjoyed the game, consider leaving a Steam review. It’s one of the most powerful ways to support small indie developers and helps the game reach more players.[/p][p]Thank you.[/p][p]Luke
Midnight Forge Games[/p]

RELEASE DATE ANNOUNCED — Those Who Dwell launches November 21st!

[p]Those Who Dwell is a short story-first folk horror journey through sacred tunnels abandoned long ago.
Your light barely holds back the dark as you uncover what the miners awakened deep beneath the stone.[/p][p]Piece together the fate of the excavation crew.
Confront the shrines of those who came before: sanctify them, or desecrate them.
Either path stirs something ancient in the deep.[/p][h3]WHAT TO EXPECT[/h3]
  • [p]Atmospheric first-person folk horror[/p]
  • [p]Short, intense chapters driven by exploration and discovery[/p]
  • [p]Lantern & candle-based light survival[/p]
  • [p]Hidden Folk mythology and underground rituals[/p]
  • [p]Multiple endings shaped by how you treat the shrines[/p]
  • [p]A tense, claustrophobic descent beneath the earth[/p]
[h3]NEW TEASER TRAILER[/h3][p]Watch the official 45-second teaser here:
[/p][previewyoutube][/previewyoutube][h3]WANT TO SUPPORT THE GAME?[/h3][p]Wishlisting helps a small solo developer more than you think.
If you’d like to see this game succeed, please consider adding it to your wishlist.[/p][p]Add to your Wishlist and be notified as soon as it launches.[/p][p]Thank you for your support.
[/p][p]— Luke (Midnight Forge)[/p]