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Absinth | Patch Notes V0.82



Hello everyone!

Happy belated new year 2019 to everyone! We are very happy to bring you our 2nd patch, which is now live.

This January patch includes mainly bug-fixes, improvements on our quests and other general improvements to revamp your experience in Absinth.

As usual, we'd like to thank everyone for your continual support!

Have a great day,
Your blackHound Studios team

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Summary:


Section 1: Main Menu / In-game Menu
Section 2: Act I - Police Dept.
Section 3: Act II - Redwoods

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Section 1: Main Menu / In-game Menu


-Added an epilepsy warning in the loading screen image.

-Fixed an issue where the loading screen showed too many decimal places such as ''1.926157%''. Now there are integers like 1%, 10%, 50%.

-Fixed other general minor issues.

-Improved the main menu ''options'' section to include 3 tabs: ''General'', ''Graphics'' and ''Controls''. Note that the controls cannot be changed.

-Re-adjusted the brightness scroll bar in the graphics menu. Previously it only had 2 'effective' brightness levels, now it has up to 10. The maximum brightness it can go up to has increased slightly from patch 1 (still not recommended to increase it unless strictly necessary).

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Section 2: Act I - Police Dept.


-Added some context as to why you are unable to wield the weapons on the floor. More to come in the following patches.

-Added a new feature where you no longer require internet to complete the game. Instead, all files necessary are now saved locally as part of the game.

-Improved the AI pathing of the main monster. Now it does not get stuck on some random objects which sometimes prevented it from chasing you.

-Improved the 'screen shaking' and 'sound effects' trigger zones, especially when there was no real ''event''.

-Improved some of the jump scares in various ways (no spoilers!).

-Increased the speed of the main monster. Good luck!

-Fixed an issue where sometimes you were unable to run.

-Fixed a labeling issue where one of the shelves in the interrogation room said ''locked you need a key''. This label has now gone.

-Fixed several typos.

-Fixed a variety of other minor errors.

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Section 3: Act II - Redwoods


-Improved the intro scene. It now introduces the AR glasses better.

-Improved the scenery for one of the initial scares.

-Improved the scenery inside the church and its surroundings. The clues have also been improved as well as the capabilities of the shovel to improve the realism.

-Improved trigger zones for several dialogues. Now it will only trigger in places where it makes sense.

-Improved the wording of some of the notes.

-Improved slightly the lighting of certain objects inside houses.

-Fixed an issue with the side-quest. Before, you were unable to enter the room if you got the key before interacting with the door to open it. Now you can complete the side quest without issues.

-Fixed a labelling issue where some house doors were not supposed to be interactable.

-Fixed a variety of other minor errors.

-Removed the 'RSS' icon when using the AR glasses that had no meaning or use to improve the visuals.

Updated Absinth roadmap (13 Jan 2019)

Hello everyone, hope you all had a great weekened!

Two small adjustment has been made for the Absinth roadmap.

Unfortunately, we removed the streaming event this summer as our research suggested it would not be cost/effective and we would like to fully focus on Absinth's development. Please find below the actualized version.

Good news is soon we will post the patch notes for the upcoming patch. Stay tuned!

You can always find our latest roadmap here:
http://absinthgame.com/en/roadmap.html

Your blackhound studios team!

Absinth | Patch Notes V0.81



Hello everyone!

We've been working very hard this past month and are delighted to bring you a new patch, live now.

This Christmas patch includes many bug-fixes, improvements in performance issues and in our puzzles as well as other general aspects of the game.

We'd like to thank everyone for your support and for providing us with your valuable feedback! We truly appreciate it!

Happy Holidays,
Your blackHound Studios team

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Summary:


Section 1: Performance Improvements
Section 2: General
Section 3: Main Menu / In-game Menu
Section 4: Act I - Police Dept.
Section 5: Act II - Redwoods

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Section 1: Performance Improvements


-Improved light calculations which had a huge negative impact on performance.
-Improved performance slightly by deleting non-visible objects.
-Prepared more objects for the following CPU performance boost update Patch #2 coming on late January 2019.

Overall, this is a significant perfomance boost, specifically for the CPU usage (which was a big concern). The game should now be playable with high mid-range systems on 30-60 fps such as AMD RX650 or GTX 1050.

Section 2: General


-Changed the in-game menu from [Tab] to [ESC].
-Added camera shaking effect to some events in both acts.
-Main character sent to the gym: +1 run speed duration.
-Fixed (removed) a visual bug that showed a zoom label when observing an item.
-Fixed the issue where you had to press [Tab] [Tab] to fix mouse problems when you tabbed out and back in.
-Fixed a multitude of spelling mistakes in both acts.

Section 3: Main Menu & In-game Menu


-Built-in Unity configuration window that appeared upon the game's start-up has been deactivated.
-Reduced the sensibility of the brightness bar. Additionally, maximum brightness was reduced.
-Resolutions can now be changed within the main menu, including:

2560x1080, 1920x1080, 1680x1050, 1600x900, 1440x760, 1366x768, 1280x1024, 1280x760

-Added a loading progression bar in the loading screen.
-Added an image with the controls in the main menu.
-Fixed an issue with the 'Exit button' within the in-game menu. It now leads to the main menu instead of exiting the whole game.

Section 4: Act I - Police Dept.


-Redesigned second riddle to be more logical and rewarding to figure out instead of feeling ''random''.
-Redesigned the website for the first riddle to be in dark mode to avoid 'blinding ' people.
-Improved the trigger mechanics for the main quest log. It now triggers in up to three different cases.
-Introduction scene is skippable now after viewing it once.
-Added motion sensors to the lights. Now they will turn on when you are close enough to an emergency light.
-Fixed an issue where sometimes the main enemy did not spawn.
-Fixed a visual issue where you were able to interact with the Rifle cabinet through a wall.
-Fixed a visual issue where books in the interrogration room where overlapping on each other.

Section 5: Act II - Redwoods


-Improved slightly the hints for the quest to enter the final house.
-Improved overall trigger and behavior mechanics for the AI in the event of the final house.
-Improved the labels on the top right of the screen when using the AR view.
-Fixed the sound range of the TV in the side quest to seem more realistic and accurate.
-Fixed an issue where you were not able to click the 'Exit Button' in the menu on this act.
-Fixed an issue where the "interact" label was still showing up after deactivating the interference signal.
-Fixed an issue in the final house where a door was showing up twice.
-Fixed an issue where a character in the side quest was sometimes glitched inside the floor.
-Fixed a visual issue where some objects had an interactable sign but were not supposed to be interactable.
-Fixed a visual issue with several tables and chairs in the final house being disproportionately big.
-Fixed a visual issue where objects appeared to be inside walls.

Absinth is coming to Steam this November 21st 2018!



Absinth is launching on Steam, November 21st at 6PM EST / 11PM GMT +0 for PC

We would like to thank every ambassador who has helped us through our journey in the Pre-Alpha (PA) from 2017 until now, the Early Access (EA) release! We are very excited to be launching Absinth on Steam!

You can now add it to your steam wish list on the Absinth Steam page.

Eyüp and Alex are the founders and (the only) two developers of blackHound Studios. Currently we are a team of 5. We really look forward working with the community and hearing what you think to help make Absinth a great game for you throughout this Early Access, and make sure you love it as much as we do.

As gamers ourselves, we know it can become rather disappointing when good games never find their way out of EA, so we decided from the very beginning not to follow this scheme. We want to show you that we are fully committed and passionate about Absinth. So please check out our current roadmap for Absinth!



Check out the official Absinth trailer:

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

Thank you all,

Your blackHound Studios team