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Try To Fall Asleep News

Update 1.3.2 - Release notes

Good evening players,

We have a nice small update coming to the game today. Some of you may have noticed that we silently released a small patch (1.3.1c), so we’ll be covering some of the changes made in that patch as well.

Let’s get into it!

[h2]New feature - skip the first half of a completed night.[/h2]
A lot of you wanted to revisit the dream levels without going through the falling asleep segment. We have added a new option in the night select menu, which will allow you to do just that. After completing the first night, this new option will appear, and based on how many of the nights you’ve completed (have gone through the fall asleep and dreaming segments) you’ll be able to jump right into the dream levels on completed nights. To skip the first half of a night, simply click YES or NO and an >>| icon will pop up below the night buttons indicating in which of them you can skip right to the dream level.


[h2]Night phases[/h2]
After AB has finished talking, he won’t mute himself after keeping your eyes closed for long enough.
Improved the blanket mechanic’s animations and stability. The mechanic won’t bug out when the player is spamming the X key nor will the blanket suddenly come up in rare cases when the player is holding the X key.

[h2]Dreaming phases [/h2]
[h3]Dream 1[/h3]
Added a new texture to the lab’s main floor.
Added a new dialogue sequence with John and Cate after collecting the 3rd fuse.

[h3]Dream 2[/h3]
You can now roam on the watchtower’s stairs more fluently.

[h2]Development Update on the 4th Night[/h2]
Night 4 is shaping up very nicely. There will be many new things and game mechanics both in the falling asleep and dreaming segments of the 4th night. Difficulty gets cranked up quite a bit in the 4th falling asleep phase. There are a lot of cool surprises in the 4th dreaming phase as well. It will certainly be bigger than the 3rd dreaming phase, possibly even bigger than the 2nd dreaming phase. Also, you might run into something that you’ve never seen before. Stay tuned for future updates…

Good night.

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