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Those Who Dwell News

Weekly Update! Behaviour Changes, Moral Impact & Year-End Patch

[p]This week’s update wraps up several smaller patches released throughout the week, focusing on enemy behaviour, moral choice impact, and continued bug fixing, polish, and performance improvements.[/p][p]As always, thank you to everyone who has played, reported issues, and shared feedback. Being able to iterate quickly based on real player experiences has been invaluable.[/p][p][/p][h2]Enemy Behaviour & Moral Impact[/h2][p]A major focus this week has been refining how enemies respond to the player and reinforcing the impact of your choices throughout the game:[/p]
  • [p]Enemy behaviour has been further tuned to feel more reactive and threatening[/p]
  • [p]Your moral choices now have a clearer gameplay impact, influencing tension, presence, and danger[/p]
  • [p]Encounters are intended to feel more deliberate, unsettling, and less predictable[/p]
[p][/p][p]The visual of the shadow people and behaviour (like how close they get to you) change based on the decisions you make in game.[/p][p]
- Ignore the shrines and totems - the shadow people don't get more aggressive but also not less, their visual remains the shadowy default.[/p][p]- Restore the shrines and find the totems - the shadow people start to heal parts of their corruption and keep further from you.[/p][p]- Desecrate the shrines and destroy the totems - the shadow people get more corrupted as their binding magic weakens. More aggressive. (also long boys)[/p][p][/p][p]These changes are part of an ongoing effort to ensure that decisions made earlier in the game meaningfully affect how the world responds to you.[/p][p][/p][h2]Bug Fixes, Polish & Performance[/h2][p]Alongside gameplay adjustments, multiple patches were released this week addressing:[/p]
  • [p]General bug fixes across several levels[/p]
  • [p]Interaction reliability improvements[/p]
  • [p]Visual and audio polish[/p]
  • [p]Performance tweaks in later areas of the game[/p]
[p]No known progression blockers remain at this time.[/p][p][/p][h2]End of Year Note[/h2][p]This will be the last official scheduled patch of the year.[/p][p]That said, I’ll still be keeping an eye on things and if any serious issues arise (such as crashes or major blockers), I’ll push fixes where needed. I’ll also continue to be active in the Steam Discussions, responding to feedback and reports.[/p][p][/p][h2]Whats Next[/h2][p]While support for Those Who Dwell continues, for now development focus now shifts toward Nowhere, specifically preparing a new demo for the upcoming Steam Detective Fest![/p][p][/p][h2]Thank You & Feedback[/h2][p]Once again, thank you to everyone who has played Those Who Dwell so far. Your feedback has directly shaped the game, and that process doesn’t stop here.[/p][p]Please continue to:[/p]
  • [p]Report bugs and issues in the Steam Discussions[/p]
  • [p]Share what you enjoy and what doesn’t work for you[/p]
  • [p]Leave a Steam review if you feel the game deserves it as it helps enormously[/p]
[p]Thank you again for supporting Those Who Dwell and Midnight Forge Games [/p]

Weekly Update – Chapter Select, Bug Fixes, Polish & Increased Tension

[p]This week’s update focuses on quality-of-life improvements, controller fixes, and a step toward increasing tension and threat throughout the caves. [/p][p][/p][p]A big thank you to everyone continuing to share feedback, many of these changes are a direct response to what players have been experiencing.[/p][hr][/hr][h2]New Feature – Chapter Select[/h2]
  • [p]Added a Chapter Select system to the Main Menu
    Players who have completed levels can now return to specific chapters without starting a new playthrough.[/p]
[hr][/hr][h2]Controls & Interaction Fixes[/h2]
  • [p]Fixed multiple gamepad navigation issues across menus[/p]
  • [p]Fixed an issue where interaction icons were missing in Level 1[/p]
  • [p]Fixed the interaction prompt not clearing after interacting with an oil lantern[/p]
  • [p]Fixed being unable to interact after placing an offering in Level 9[/p]
  • [p]Fixed an issue that made interacting with the lockbox difficult after the first attempt[/p]
[hr][/hr][h2]Audio, Visual & Presentation Tweaks[/h2]
  • [p]Fixed the VHS overlay not appearing in Level 1[/p]
  • [p]Lowered VHS sound effects volume by default[/p]
  • [p]Tweaked lighting in Levels 7 & 8 to reduce excessive brightness[/p]
  • [p]Adjusted Level 4 water to make it harder to see into[/p]
  • [p]Fixed collision issues on the steps in Level 2[/p]
  • [p]Made the door rumble, screen shake, and sound more noticeable after completing puzzles in Levels 7, 8 & 9[/p]
[hr][/hr][h2]Horror & Tension Improvements[/h2]
  • [p]Increased overall tension through subtle lighting adjustments and faint, occasional background audio[/p]
  • [p]Updated Shadow People behaviour:[/p]
    • [p]They now only appear or disappear when you aren’t looking directly at them[/p]
    • [p]Getting too close will cause them to drain some of your light[/p]
    • [p]When your light is low, they become faster and more threatening[/p]
[hr][/hr][h2]Story & Cave Painting Updates[/h2]
  • [p]Added more narrative context when interacting with cave paintings[/p]
  • [p]Fixed the order of cave paintings so they now present correctly[/p]
[hr][/hr][h2]Thank You & Ongoing Support[/h2][p]Bug fixing and polish is still ongoing, and your feedback continues to guide each update. A huge thank you to everyone who’s played so far, reported issues, and shared their thoughts.[/p][p]Please keep letting me know what works, what doesn’t, and where things can be improved, and if you’re enjoying the game, consider leaving a Steam review as it helps more than you might think.[/p][p][/p][p]More updates soon.
— Luke,[/p]

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]