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!
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.
In addition to the new mini-games, we’re also bringing some bug and Quality of Life improvements…
Main menu
Falling asleep sequences
Dreaming sequences
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
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
