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Death's Door News

Optimisations and minor bug fixes - 6 August

  • Tweaked controller configuration in game to allow DS4Windows to work correctly with Playstation controllers.
  • Added "uinput" flag to config file, may allow some users to have native controller support over Bluetooth when using Dualsense controllers.
  • Some general code optimisation for UI.
  • Fixed some lag spikes in some AI pathfinding.
  • Optimised some ray cast checks for moving platforms.
  • Changed some characters' animated interpolation to be smoother at higher framerates.
  • Enabled Graphics Jobs in Unity, should allow more code to run spread over separate CPU cores while preparing for rendering.
  • Changed order of saving on scene loads to prevent a potential rare crash.


Playstation Controllers Bluetooth support:

We tweaked controller configuration which should now allow Dualshock 4 controllers to be used with Bluetooth for players using DS4Windows drivers.
Added a workaround for players using Dualsense controllers with bluetooth and native drivers - open the config.xml file at
%USERPROFILE%\AppData\LocalLow\Acid Nerve\DeathsDoor

and set 'uinput' to 'true' before booting the game. This will turn off direct input drivers and revert to Unity input systems.

Note that without DS4Windows or changing the config file, all playstation controllers are supported when wired, or when Steam Input is enabled (though this will show Xbox buttons).

Hotfix - 2 August

Removed left over debug script.

Controller update and bug fixes - 2 August

  • Controller input switched to native input, changes from the controller beta moved to main branch - this should fix most issues with controller compatibility including allowing players to use Steam Input.
  • Removed screenshake and wait frames from fire DoT ticks.
  • Fixed minor collision softlock in mansion.
  • Fixed bat AI that would cause issues in rare circumstances in the Avarice fight meaning it would never complete the battle.
  • Fixed potential similar AI issue on spear enemies that may cause them to just run off or stand still.
  • Fix for people affected by a previous ghost save issue.
  • Fixed softlock returning to a night shrine with jefferson for a second time.
  • Fixed friction bug on pot mimics.
  • Added silent servant completion to end game door glow checks.
  • Fixed rare bug where end game boss door would not spawn after a premature game exit.
  • Fixed issue where travelling with the gondola in certain circumstances can cause you to spawn at the wrong location and lock the camera.
  • Added extra backup saves and a readable JSON file dump for assistance debugging future save issues.


Rolling out controller changes from the beta branch to main. Switching from Unity input to direct/native input and allowing supported devices to use Xinput. Also added checks to ignore signals sent by phantom controllers that some people's drivers were doing.
If this patch changes/breaks controller input for you please get in touch here or email me at [email protected] letting me know what controller you have, and emailing me log files if possible.

Bug Fixes - July 28

  • Fixed bug where you could move through some Avarice doors without unlocking them.
  • Fixed bug where leaving a ladder could give you infinite mass and also break interactions with ram platforms in grandma's basement level.
  • Fixed bug where you would no longer gain any souls until reloading the game.
  • Fixed exploit in final boss room.
  • Fixed bug with ghosts not counting to an endgame counter.
  • Added backup code for people affected by a previous bug, if you are stuck on 99.5% completion interact with the Shrine in the Camp of the Free Crows and this will be corrected.
  • Added more checks to saving to prevent a rare save file corruption, also added crash logging here to help me find any causes if it happens to anyone. Reminder backup saves were added in the last patch in case anyone does have that issue!


Game Save files can be found here:
%USERPROFILE%\AppData\LocalLow\Acid Nerve\DeathsDoor\SAVEDATA

I'm still looking into controller issues, but have some leads now - if anyone has controller issues with the game the beta branch may fix it for them, right click the game in steam library, properties, betas and password is: controllercr0w
If anyone uses that beta please send log files to [email protected] even if you've sent them before, I've added more logging there which may help me to crack the issue.

Zelda-like Death's Door attracts 100,000 players in one week

Indie game Death's Door is enjoying a fine start to life. Developer Acid Nerve has revealed on Twitter that more than 100,000 players have played the eldritch Zelda-like in its first week.


We got a good look at the popular indie game during E3 earlier this year, with a release date reveal during Devolver's panel and a more in-depth look during a Day of the Devs stream. There, producer David Fenn explained that while the narrative makes the game unusual, the structure and scope of the gameplay is more recognisable, matching one of the developer's "oldest inspirations", The Legend of Zelda.


"Our background is in tight, 2D pixel-art action, and we've been careful to maintain the responsiveness of this," Fenn says. "The world is fully explorable and is entirely handcrafted. All of the characters and enemies you meet have memorable, twisted designs as well. Death's Door has plenty of high-octane action, but it's equally about discovering the secrets of its unique setting and unravelling this mysterious story."


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Death's Door is a eldritch take on The Legend of Zelda out next month