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Try To Fall Asleep News

Patch 1.3.1b Release notes

Good evening players,

Today we’re releasing a small patch 1.3.1b, which includes a nice batch of fixes and improvements to the whole game. We did silently release another patch last week (patch 1.3.1a) and we’ll cover some of the changes in that patch as well. Without further ado, let’s dive into the details!
[h2]Falling asleep sequences[/h2]
  • Fixed an issue where AB would still be talking when the game will be paused.
  • Fixed a camera shaking issue after using the pause menu.

[h2]Dreaming sequences[/h2]
[h3]Overall[/h3]
  • Sped up the flashlight turning on animation.
  • Fixed an issue where the camera would shake after changing from full screen to windowed mode.
  • Tuned post processing effects in all dream levels.

[h3]Dream #1[/h3]
  • Fixed a critical issue when being jumpscared in the second “Flee to the exit” minigame, the game would freeze.
  • Improved the “Follow the light” easier by adjusting the model of the level to make it easier to spot the lights.
  • Added more catwalks to the “Reach the end‘ mini game for easier maneuverability.
  • Adjusted head bob and footstep sounds in all mini games.

[h3]Dream #3[/h3]
We made it more clear to the player about 3 different scenarios that can happen in the hiding phase. One of the scenarios is when the player succeeds and manages to properly hide and progress in the level.
One of the scenarios was not properly getting triggered. Now, in the case that the player won’t lock all windows and doors in time, there will be a special outcome for that situation.
The third scenario is when the player locks all windows and doors in time, but fails to hide in time. In that case, the player will receive a “too late” message and fall into the inevitable outcome.

Good night!

Early Access is back to normal!

Good evening once again,

We resolved everything with the "Early Access" status on the sotre page for the game. Looks like there's a known bug on Steam causing some Early Access games to suddenly have the Early Access flag removed.

Good to have eveything back to normal!
Martin

PSA - Early Access status

Good evening,

Looks like Steam has decided to transistion our game from Early Access to a full release without a notice.
To clear up any confusion, our game is still in Early Access, meaning, that we're still working on the rest of the content of the game. We'll try to contact Valve and try to resolve this situation as soon as possilbe.

Sorry for the mess. More info and updates to come.

Martin

Update 1.3.1 - Release notes

Good evening,

Today, we’re happy to announce that the 1.3.1 update is finally launching today and as promised, we’re doing another post to sum up everything that’s included in this update.
So, let’s dive in the release notes!

Big features

[h2]Graphical update for the Pinetree Island[/h2]
The whole island has been updated with new models and textures. There are many new details to explore and enjoy throughout the island. The improved island feels more realistic and immersive than before.

[h2]Checkpoint system[/h2]
Added a simple checkpoint system that works in the background and is made exclusively for the dream levels. For the first and second nights, it skips the intro sequences if the player has seen them already. For the 3rd night it skips the intro sequence and the hiding phase, if the player has completed it already.

For more screenshots of the updated island and more details about the checkpoint system, please visit here.
Bug fixes and extra features

[h2]Falling asleep Sequence[/h2]
  • Fixed and issue, where AB thought you were ignoring him, although you did listen to his entire monologue for the night.
  • Fixed an issue where AB would overlap his voice with another sentence.
  • Improved the look of broken glass.
  • Increased the noise amount after opening eyes.


[h2]Dreaming Sequences[/h2]
[h3]1st dream[/h3]
  • Made most of the scare events to be randomly generated. Now they’ll happen based on a randomly generated probability.
  • Reduced the number of doors required to close in order to win the “Close the doors” mini game. Additionally, every time you close the doors, the doors will open more faster each time.
  • Improved “Reach the end” minigame with better manoeuvrability and easier level design.
  • Turned the player 180 degrees at the start of the dream so it’s a bit less confusing where the player came from. Also, interacting with the main entrance doors will make it clearer where the player needs to go.

[h3]2nd dream[/h3]
  • Improved the overall visual design of the game mechanics to be more consistent with the rest of the game.
  • Made the chasing sequences more challenging with faster enemies.
  • Fine tuned the post-processing effects for the chasing sequence to be more pleasant for the eyes.
  • Added an entity.
  • Added a poster about the Pinetree Island.
  • Fixed some camera issues at the end of the level.
  • Filled the 2 huts near the beach with models. Now they serve a function on the island too! (at least when the island was still a functioning resort).

[h3]3rd dream[/h3]
  • Fixed an issue which caused the player to be stuck or unable to use mouse after watching the first intro sequence.
  • Fixed and issue where the player would be able to move camera during a dialogue after completing the hiding phase.
  • Added a shining effect to the keys and some pickable items to make them easier to spot.
  • Added directions for picking up certain important items.


Now that this update has been released in the wild, we’re now diving deep into the 4th night. It will be another challenge for us, but we’re ready for it and can’t wait to surprise you once again. Additionally, we’re working on bringing one final creature to the game. More details to come when the time is right!


Sweet dreams,
Martin


Update 1.3.1 Preview

Hey players,

Today we're kicking 2020 off with a cool post on the upcoming 1.3.1 update! We'll be going through the details about the improved Island, as well as the new checkpoint system and many other fine improvements.

Checkpoint system

We're bringing a long awaited feature to our game - a simple checkpoint system. Let us break it down and tell you how it works:
  • It works in the background.
  • It's only made for the dream sequences, meaning, that in the falling asleep sequences you'll still have to complete it in one successful run in order to transition to the dream sequence.
  • For the first and second dream sequences, it is only used to skip the intro cutscenes/monologues at the beginning of the level, if the player has already seen them. If you collect a certain amount of fuses/notes and die before the dream ends, your progress will be reset.
  • For the 3rd dream sequence it'll be used to skip the intro sequence if the player has already seen it. If the player has successfully completed the hiding phase, when he messes up in the escape phase and dies, it won't be required to redo the hiding phase.


After releasing the update, we'll be closely listening to the community and seeing how everyone likes the system and if needed, make a patch for it.

Graphical update for the entire Pinetree Island

Now, this is the biggest feature that's coming in the next update. It did took us a bit more work than anticipated, but we think the result was totally worth it. This graphical update is bringing many new details to the island and a new fresh feel to it.


We replaced many standard models with brand new ones.


There is also a brand new way how the grass gets rendered. It allowed us to have a much better grass without using too much performance.


Also, thanks to some custom shaders, the new trees and bushes have a transparency effect applied to the leaves.


Just for fun and to have a better look of the improved island, here we have a few screenshots with a golden hour lighting. Please keep in mind that this lighing will NOT be in the game.

To top it off, here's a little before and after comparisons.
[previewyoutube][/previewyoutube]

2nd Dream sequence improvements

While doing all the fine adjustments to the whole game, we wanted to work on the 2nd dream sequence as well. We made the note mechanic a bit more challenging and made the whole level more consistent. A few new details have also been added, such as an info-poster about how the Pinetree Island was formed. There's also a new secret entity that will pop up in the most unexpected moments...
Bug fixes

Apart from all the cool stuff above, it was also really important to work on bug fixes. Most of the camera issues in the 3rd dream sequence have been resolved. We also went through other camera setups to make sure everything worked consistently and was stable. There are also some minor improvements in the footstep sound switching system.

Update when?

At the moment, early test builds are working great. If all goes well and there won't be any complications, the 1.3.1 update might drop sometime next week. There will be another post about the update right before it gets released, so stay tuned for that!
This will most likely be one of the last updates we do before releasing Night 4. After we're done with this update, we'll be dedicating 100% of ourselves to the next night. When the time is right, we'll start to share more info about Night 4 and what is has to offer. ;))


Thanks for reading this!
Martin