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Try To Fall Asleep News

Announcing our Voice Actors for the game!

Hey players,

Today we bring an exciting announcement for the game - we finally have voice actors in the game!

We were so lucky and fortunate to get such an amazing talent on board and we cannot wait for you all so hear them in action!

Here's our current list of voice actors:

John: Phil Avalos @philsterman01

Ethan: Henry Kramer

Cate: RiceCat @ricsucat

Tom: Harvey @HarveyB_VO

Mark: HelloGreedo @HelloGreedo

Daisy: Figuremi @Figuremii

AB: Philippe Messer

Right now, the vast majority of dialogues for the first 3 nights have already been recorded and are now in the editing process. Also, we're reworking the game mechanics to support this new feature with optimised subtitles. All of this will arrive together with the 3rd night in the next big major update!

Be sure to give these voice actors some love on Twitter ;))



Martin

Sneak Peek of the 3rd Night

Hello players,

Today we’d like to share a few new exciting details about the next upcoming 3rd night in Try to Fall Asleep. Along with it, we’ll be sharing an update on the development process. So let’s dive in!

NIGHT 3


Falling asleep phase

We try to do something new and different in each night to make them more unique from one another and more interesting. The 3rd night is where things really start to get tricky… First of all, the help tutorial texts that light up when you either need to turn on your light or hide in the blanket are disabled by default, but can be re-enabled via the pause menu. Second, faster and more intense - things will start to happen more frequently and could raise the stress level faster than before. Third - there are a few new surprises waiting to be discovered in the darkness.


Dreaming phase

The dreaming phases have always been a huge part of the game and therefore we’ve tried to spend and adequate time on them as well. This time, we’ve decided to challenge ourselves and go in a totally new direction.

The dream itself will take place in the Cottage Town area.


To not spoil anything that happens in the 3rd dream, let’s just say that you’ll end up in situations that have never happened before in the game and in order to survive the dream, you’ll have to act accordingly and put your mind to it. This is going to be one of the most unique dream levels in the game yet.


NEW MONSTER

Another big part of the upcoming 3rd night will be a brand new monster. Made completely from scratch, its appearance is really something to behold and its menacing presence will cause a true disturbance, even in some of the more braver players.


DEVELOPMENT UPDATE

Currently we’re also working on the voiceover work for the entire game. The script for the dialogues is almost finished and it only needs some further polishing before we can hand it out to our voice actors. Speaking of which, we’ve found some really great talent in the voiceover community and we can’t wait to start to work with them eventually and put some of that talent in our game. The hope is to launch the voiceover stuff together with the 3rd night, but because it involves working on all the dreaming phases for all nights, it might take a while to implement it properly. We’re aiming to release the next major update with the 3rd night and voiceover work in early fall.

That's it for now! Btw, if you have the time for it, please consider to share this game around and give it some more love and attention. We'd really appreciate it :))

Martin

P.S. Sorry for posting this a bit late... Had a few issues with the GIFs :P

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https://www.youtube.com/watch?v=oguXjh8CVf0

Update 1.2.2 + Development Progress

Sup players,

Today we're launching another hotfix with a few cool extras!

Falling asleep sequences
  • Added a new falling asleep sound effect.
  • Night 2 has new lighting.

1st dreaming sequence
  • Addresed the performance issues after loosing a minigame.
  • All the jumpscares are now rendered in real time.
  • Fixed an issue where some objects would be brighter than they should be.
  • Fixed an issue where the dusk light would preduce bright reflections inside the lab.



Development Update

After this update, we're diving deep into the next levels! Thanks to summer vacation, I'll be able to spend way more time on developing the game than I used to during my studies. You could almost consider this as a fun summer job :))
Because we're moving on to develop the next nights, that does not mean that we'll abandon the first two nights. We do have plans to revisit them at some point before transitioning into a full release. There are still a few tiny things that we'd like to add/improve in those two nights, especially in the second one.
One of our goals for this game is to hire some voice actors who could do some epic voice-over work for our game. That would be a huge plus for the game, of course. Whether or not we'll be able to add it in the next major update, it's really hard to tell... There still needs to be a few dialogues written for the game and ideally it would be better to record everything at once rather than doing a peace one day, then another after a month or two etc.
So by the end of the summer, we're hoping to release two brand new nights or, one at the end of this summer and another one around Halloween. Honestly, we don't know how things might go so please don't consider these statements to be set in stone. It is our main goal though, and we'll try to reach it as best as we can. Of course, we'll do teasers to keep everyone interested and hyped about the project as well as small updates on the development.

So far everything is shaping really nicely! We're quite happy about how things are shaping up and damn, we've got a lot of cool things in store. Can't wait for you all to experience it :))

Martin

Update 1.2.1

Hello there,

Here's a quick little update aka hotfix for the performance improvements and a few bug and QOL fixes.

Night sequences
  • Improved the lighting and visibility effects on the blanket.

Dreaming sequences
  • Improved FPS and optimization for the regular dream level and the minigames.
  • Moved flashlights running animation closer to the center of the screen for better visibility while running.
  • Slight visual tweaks for objects that stood out from the rest of the level.
  • Reduced "Reach the end" minigames timer from 120 seconds to 111.
  • The exit from "flee to the exit" minigames is now a bit easier to spot.


Known issue
After failing certain minigames, there seems to be a noticeable performance drop. We're working on a fix and if all goes well, that fix should be displayed this weekend.

Thank you for stopping by!

Martin