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Try To Fall Asleep News

Update 1.2 is now LIVE!

Hello players,

Today we’re ready to launch a pretty cool update to the game! After listening to the feedback of the community, we’ve implemented some of the most requested features from the players in our game. In addition to this, we’ve also fixed some of the most important bugs in the game.

Let’s get into the details!

New mini-games for the 1st night


We kept our main promise of improving the nightmare sequences after picking up a fuse in the first night. The old “flee” mechanic was cool at first, but it quickly got plain and repetitive. With the new update, we hope to address that repetitiveness and add some variety with this cool game mechanic. Here are short descriptions of each new nightmare minigame…

Flee to the exit “Flee to the exit” is based on the original “flee” nightmare mini-game. The main level has been kept the same, but now rather than just fleeing from the enemy, your objective is to flee until you can find the exit and escape the horrific nightmare.

Close the doors The objective of “Close the doors” is as simple as it sounds. You spawn in a room with 8 doors that will randomly start to open, one by one. The more doors you close, the faster they’ll start to open one after another. The aim is to keep them closed, otherwise the game will be lost if too many doors open at once. If you’ll succeed, the 8th door will open and you’ll be able to leave this nightmare for good.

Follow the light You spawn in an unknown bunker-like facility in pitch black darkness. One after another, the wall mounted lights will start to turn on, leading you to the exit of this nightmare. Don’t slow down and try to reach the next glowing light in time, otherwise it’ll power down and you’ll get lost in the darkness.

Reach the end You end up in a peculiar cave. The goal is to reach the end of the level before the time runs out. Overcoming obstacles and navigating through elevated platforms might get dangerous as you might fall into the deep pits of the cave.


Although we’d also like to improve the “flee” sequences in the 2nd dream level, we decided that it would be better to focus more on the next levels/nights for the game. There could be a small update that could improve this part of the game, so once we’re ready, we’ll share more details.

Bug fixes and QOL improvements


In addition to the new mini-games, we’re also bringing some bug and Quality of Life improvements…

Main menu
  • Volume of the menu music is now lowered.


Falling asleep sequences
  • Improved depth of field post processing effect. When objects come too close to the camera, they won’t get blurry as they used to.
  • Improved lighting on the hallucinations in the 2nd night.
  • Fixed Pause screen. Now when you hit pause, AB will pause as well.
  • Fixed an issue when the player would press the M key while being in the pause screen and the game would load into the main menu without any buttons.
  • Fixed an issue when the player would experience jittering/trembling after using the pause screen.
  • Fixed an issue when the player could use the blanket while being jumpscared.
  • Reworked jumpscare animations for Copper in the second night.


Dreaming sequences
  • Improved flashlight with crisper light cookies.
  • Improved footstep sounds.
  • Minor performance improvements.
  • Adjusted post processing effects for the first nightmare minigame for better readability and less eye fatigue.
  • Added a navigational map of the main island in 5 locations. It’ll detail the basic layout of the island. If you interact with it, it’ll tell you your approximate location.
  • A few small surprises…


Current status of development


The pace of the development of the game is fine at the moment. It would be nice to have a bit more time that we could use to spend on developing the game, but life is life, and along with the game we have to manage our jobs/studies as well as our time for families along with it.
The whole story of the game is finished and the last thing that we need to do is to plan out some of the level design elements for next major levels.
We’re really eager to continue our work on the game and we can’t wait for you all to experience of what’s to come in the future. We have some incredibly cool ideas in store!
Although it would be nice to pump out new content as soon as possible, at the same time we want to take our time and give it the polish that it needs. We believe having a balance between keeping a productive pace of development while giving the game the time that it needs is the way to go and we will try to do our best to maintain that balance.
It’s not easy to set any dates on anything yet, but rest assured, that once we’ll be ready, we’ll share more details about the next upcoming night in the game.


Thank you everyone for playing our game and sharing your support! We are very excited to continue our work on the rest of the game and eventually share what we have in store. :))


Martin

Preview of the new nightmare minigames

Hi guys

We have been busy working on the mini games for the first night. Here is a sneak peak of each of them. Have fun!

https://www.youtube.com/watch?v=jI38k5rcj-Y

TTFA Development Update!

Hello there!

Today we're very exited to show you a cool little development video that we put together!

https://www.youtube.com/watch?v=MKhErz39PPg

It is simply... magnificent.

Martin

Nightmare mini game sneak peek!

Hello there,

Here's a small sneak peek of one of the new nightmare mini games that's gonna be available in the next game update!

We will share more details about it down the road :))

Martin

Post launch update


Hello there,

We’d like to give small update on the launch of the early access!

Although we had a little issue at launch, luckily everything got resolved and everything is now up and running.

We’ve been listening to the feedback from the community and have set a few goals for the next big update to the game. So first of all, let’s start with a few minor things:
1. We’ve heard people say that some of the animations could be improved both in the falling asleep and dreaming sequences. This will be something that we’ll try to improve in the next update.
2. Adding maps throughout the Pinetree island for easier navigation in the second dream level.
3. Adding a few additional scares in the pine tree island.

The most requested thing to improve by far are the nightmare sequences when picking up a fuse or a note. This is something that we should’ve done earlier, but due to time constraints for the Kickstarter we had to leave it as it was. The issue is that the nightmare sequences got a bit redundant after a few tries, especially on the island when you had a very wide area to flee around. We agree that the best solution to improve this aspect of the game is to add some mini games. They’ll replace some of the FLEE scenarios and add some additional variety to the nightmare sequences. Although we’re not ready yet to fully reveal what each mini game will be, we can say that we have a few ideas for them and it’ll be our top priority for the next update.

Thank you for reading this! If you have any other feedback/suggestions or issues that you’d like us to address, then feel free to share them in the comments!

Martin