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Try To Fall Asleep News

Update 0.4.2 Release notes & Progress on Night 5/6

Good evening players,

Tonight we're releasing a new update for "Try to Fall Asleep"! For more details, here are the release notes for update 0.4.2...

Main menu

[h2]Extras menu[/h2]
Once you complete all 4 nights, you'll unlock a new "EXTRAS" menu.

In this new Extras menu, you can access the "TAPE ARCHIVE", which contains the 3 LUC1D tapes as well as the supercut of the Okarell notes from Night 4. More options for the Extras menu will be added later down the road.

Additionally, we added a new option in the settings menu to set the FPS target for the game. This will allow to limit the performance of the game for cases where the game was draining too much performance on the running PC.

Sleeping segments
  • Updated lighting and adjusted jumpscare animations for all monsters. Now they are more menacing and will look better as hallucinations.
  • Completely remade the blanket model and added some cloth physics. Check out how it moves!
  • Added a cooldown timer for events that occur when the player opens his eyes. This will hugely improve the difficulty balance for the later nights.


Dreaming segments
  • Increased the text size for subtitles.
  • Small map adjustments and added detail in the main lab building.
  • In the 4th dream, improved the monster sound mixing, so it becomes clearer where the monster is at any given time. Additionally, monsters will react to your footsteps sounds rather than on your movement.
  • In the 4th dream, improved the ground detail.


Progress on Night 5&6


The new location for the falling asleep segments is close to being finished. It still needs a few polishes here and there, but after those are sorted out, we will start to work on some new crazy spooky hallucinations.


For the dreaming segments - we still need to conduct a few playtests to adjust a few values for the 5th night, but in terms of gameplay, night 5 is playable from start to finish. What's left to add are 2 cutscenes, some minor sound mixing adjustments and all voice acting, which still needs to be recorded and implemented in the 5th night.

Night 6 is also well into production. We've basically finalized the progression and main contents of the 6th night, many scenes/levels have moving past the "greybox" phase and are in the process of being fully realized. The 6th night is shaping up to be one hell of a night!

Regarding an approximate release date - we're not ready to provide any dates yet, because there are still too many factors which could sway the dates one or the other way around. The least we can say is that we are aiming to finish this game in the upcoming year. Once we can get the 6th night to a state where it can be played from start to finish, we'll be able to give realistic estimates for the full release.


And that's it for this update! If you find anything else or have some other suggestions/feedback, feel free to share them it in the "General feedback thread".

Good night!

AD team

The 10th Community Update LIVESTREAM!

Good evening,

We're back from the break, and to celebrate the 10th community update, we decided to throw together a cool livestream! We did a a cool retrospective of the game, share future plans, as well as have a few sneak peeks of what's to come. Accompanying Martin was Jorge, the lead programmer for the game, as well as Will, the main character/monster modeler, who joined us in the middle of the stream.
For those who couldn't join the livestream when it was live, here's a link to the stream's recording:
[previewyoutube][/previewyoutube]

Here's a quick recap of the stream...

[h3]Coming back from the break[/h3]
After doing the 2nd Kickstarter, we decided to take a small break and reassess the whole situation with the game. Additionally during this time, Martin was hired as a a full time employee in a respectable company. Although his job will require a lot of attendance, he'll still be able to dedicate plenty of his free time to the game and turn it back into a hobby project. Also, thanks to his new job, he'll be able to put in more of his personal funds into the game's budget to reach more of its potential.

[h3]Current state and Future plans[/h3]
Development for the last 2 night now continues in full motion. We've reassessed the whole scope of the game and some levels are already underway in development. Although there is no roadmap for releasing the last two nights, the team will not rush it and give it the proper time to create a satisfying conclusion to the game and its story.

[h3]Sneak peeks at Night 5[/h3]
During the stream, the team showed a few small sneak peeks of the next night...


Now that we're recuperated and figured out various things regarding the development, we're supper exited to continue our work on the game and deliver and awesome finale to the game. Although it will still take some time, we hope you stick around, because the journey to the finish line will still be interesting to follow.

On behalf of the AmberDrop team, thank you for your support and we wish you a good night :))

AD

Patch notes - 0.4.1Q

Good evening players,

Tonight we're releasing a small, new patch for "Try to Fall Asleep"! For more details, here are the patch notes...

[h3]Dreaming Segments[/h3]
  • In dream 2 and 4, added a new path that leads to the watchtower. The light trail on the 4th dream has also been updated.


[h3]2nd Dream[/h3]
  • Reduced the shadow scare spawn regularity.


[h3]4th Dream[/h3]
  • If you're pulling up the notepad while sneaking, you'll do it silently and the monsters won't notice you. This also works for picking radio parts and Michael's pages.
  • Improved the stability for the notepad's camera transitions.
  • Improved the collision while running up the tunnel to the surface.


[h3]Miscellaneous[/h3]
  • Updated texts for the popup in the main menu and for the end game message.


And that's it for this patch! If you find anything else or have some other suggestions/feedback, feel free to share them it in the "General feedback thread".

Good night!

AD team

Important Update

Hello everyone,

This is Martin, the creator of Try to Fall Asleep. I wanted to give you guys a brief update on everything regarding the Kickstarter campaign as well as share some short and long-term plans for the game.

So, let's just jump in and start with Kickstarter.

Thank you for your support!


First off all, I wanted to thank each and everyone one of you who pledged their support to the campaign. Even though we weren’t able to reach the goal, I’m still very grateful for the support that you guys were ready to give for the game. The humbling messages and comments that we received along the way were really motivating too, so thank you for those as well.

Overall, I think we had a pretty good run, but unfortunately it just didn’t pan out the way we hoped it would. I don’t want to spend too much time analyzing and reviewing the campaign, what we could've done better and so on. In short though, looking at the Kickstarter’s statistics, I believe we had a pretty good conversion rate and only one of the 39 supporters canceled their pledge. Basically, the campaign itself was doing its job really well, but we just couldn't get enough traction to our page in order to make it succeed.

[h3]Special Prezentation[/h3]

On November 8th I plan to host a presentation about the overall journey of the game as well as take a deep dive into our Kickstarter. So if it sounds interesting to you, we invite you to tune in to Latvia’s Game Developer Association YouTube channel, where they will be livestreaming my presentation live. You'll also get a chance to ask me some questions live.

So overall, even though we didn’t reach our goal, I’m still glad that we were able to give it a good shot and try out some really cool ideas. On the bright side, this campaign was able to do much better than the first one (: And of course, this still was a great learning experience and we'll be able to share our knowledge with other indie developers on November 8th.

So, what are our short and long term plans?

[h2]Short term plans[/h2]
[h3]Items from the Kickstarter[/h3]
First of all, we’d like to make the physical items from our Kickstarter available outside of the campaign. We still need to figure out the best way to do it, as there are some logistics that need to be sorted out in order to make it happen. I’m not ready to give any concrete dates yet, but we do hope to make it happen around the end of this October. So if you really liked our physical items from the campaign, we’ll try to figure out how to make them available as soon as we can, so stay tuned for further updates on that.



[h3]Next game patch[/h3]
As for the game - we plan to launch one more patch tomorrow with some nice fixes, adjustments and overall improvements.

[h3]A small break[/h3]
It took a lot of effort to make the Kickstarter happen - the page itself, the LUC1D livestreams, all the physical items and rewards, logistics and marketing etc. We even were releasing patches for the game along with conducting the Kickstarter as well. It all has been putting a lot of stress, strain and pressure on me and my team for the past few months. So, till the end of this year, we would really like to take a bit of a break.

The break will give us some time to rest, reflect on our journey, recuperate and head into the new year refreshed and ready to continue our work on the game. It will also give us some much needed time to thoroughly rethink our strategy and re-evaluate our plans for the last 2 nights.

[h2]Long term plans[/h2]
Of course, the biggest challenge is going to be the game’s development budget.

Without the extra funding that Kickstarter would’ve provided to the game, we’ll need to downscale a few things and find the right compromises, so that we can fit in our budget and still deliver a great closure for the game and its story.

I personally will be getting an extra job somewhere in the project management realm. I'll be able to dedicate some portion of my salary to the game’s budget if necessary. And IF we set up a permanent store for the Kickstarter items, that'll be another potential way to support the budget of the game.

And as to when we could expect to see the full release - unfortunately, I don't have the answers for that at the moment. Once we've had our break and had some time to rethink things, we hope to have a better estimate in the new year.

[h2]Some closing words...[/h2]
Even though things didn't work out with the Kickstarter, it's not gonna stop us from finishing the game. We've come so far that it would be just stupid to give up right now... So we won't - we'll find a way to move forward, towards the completion of our game. Some compromises will need to be made, but we'll make sure that we release a damn good game for the full release. We hope to see you around when that happens. Until then, thank you for your support and stay tuned for news from us in the future :))

Sincerely,

Martin

[TWITTER/X] ~ [YOUTUBE] ~ [DISCORD] ~ [WEBSITE]

Patch notes - 0.4.1P

Good evening players,

Tonight we're releasing an important, new patch for "Try to Fall Asleep"! For more details, here are the patch notes...

[h3]Sleeping Segments[/h3]
  • After muting AB, the monster hallucinations will occur faster.
  • Adjusted Murgs window jumping animation.


[h3]Dreaming Segments[/h3]
  • In dream 2, adjusted texts for some of interactable objects.
  • In dream 2, added another map near the Holliday Stage.
  • In dream 3, fixed a bug that would let you skip the hiding phase.
  • In dream 4, made the notepad system more stable.
  • In dream 4, slightly lowered the monster hearing sensitivity when getting almost all the radio parts.


And that's it for this patch! If you find anything else or have some other suggestions/feedback, feel free to share them it in the "General feedback thread".

Good night!

AD team