Posted December 24, 2023 by Navypink
Yes, you read the title correctly. There's an update. And there's a lot to talk about to do with this one, so I wish there was a table of contents I could do for this post, but alas. I'll try to answer all the questions I anticipate you might have in this post, so without further ado...
Why? Just to suffer. Well, it's that, but also because I've felt for a while that I don't like leaving the game in a buggy state, but I also didn't want to commit to releasing it fully and getting back on a schedule. So this update is supposed to be a kind of best of both worlds - new content for you, no pressure or anxiety for me. Problem solved! Well, not exactly. But it is something.
I primarily wanted to include Dr. Sharpe's route in a build, since it's something I've had sitting in my developer copies for a long time. Suffice to say that Dr. Sharpe's route was finished up to the end of week 3 before Charlie's week 2 was. So if any of my old playtesters are still around, they might recognize that most of what they played back in 2020, if the dates on my files are to be believed, is in this build (I fixed the second dream sequence though, the one you all hated with a passion).
This is a major update, but not a full week, which is why it's not called "Build D". I'm calling this update "Patch C.1" to avoid the confusion of calling it "Build D" when each build before it had a whole week's worth of content. This patch has around half a week of content, depending on the route. It was originally meant to be a small bug-fixing patch, but I got carried away and added a bunch of new content as I tend to do. Well, not new per se, most of what's in this update was already in my development copy in some form. However, a lot of this content has never been playtested or fully implemented, so it was riddled with game-breaking crashes, flow issues, etc. So I knew that before implementing any new content, I had to playtest the whole thing and fix whatever I could find.
This update doesn't exhaust the content I have, in various stages of WIP, in my development copy, but I wanted to set a reasonable goal for myself that I could accomplish on time (who is this, working on a sane schedule? it's called character growth). So it's possible that there may be further updates like this one if I ever decide to implement further content, but I'm purposely not stating when/if that will happen because Absolution is really a side project at this point. If I want to return to it again, I would like it to be of my own volition and at my own pace.
Oh, you want to know what this build contains? Well, I'm glad you asked. Here are some highlights.
A lot has been added with this update, despite it not having a full new week. Below is a list of completely new content. Most of it has been sitting in the game files for quite some time, but was never fully tested or implemented. Much of it has also undergone major edits for this update, following meticulous playtesting. However, due to the scope of week 5, there may still be some bugs, which I will be fixing with patches if necessary.
This update marks a decisive shift in my approach to the Sanity mechanic. Originally, I viewed it as just a minor aspect of the game's resource management gameplay - making the "wrong" choices in dream sequences could lead to a game over, which gave more mechanical weight to choosing to stay in your office during your break. In short, it was a simple to be managed throughout the game. However, as time went on, I realized that Sanity could be used to make every playthrough of Absolution even more unique. At first, I was adding Sanity-dependent narration and choices as a small nod to player choices, but this update really brings Sanity to the forefront. I hope you enjoy finding all the unique options granted by Low Sanity - I can't guarantee that you'll enjoy the consequences, though!
The amount of bugs I've fixed in week 5 content is truly staggering. This portion of the game is not only the most complex, but also has never properly been playtested, so getting even a portion of it to a polished, stable state was a huge undertaking. That said, since I was playtesting the game from start to finish multiple times, I've also fixed all the bugs I encountered along the way on weeks 1-4. Some of these bugs may have made it into the previous released build (C), while others yet may have been created in my development copy with the addition of late-game content. While I was going through the game, I was also getting many ideas on how to improve the overall experience with many edits and additions.
Oh look, the update has its own trailer:
In case it needs to be clarified, Patch C.1 is a free update, just like all the previous ones. Unlike with previous updates, however, the game's price hasn't increased. In fact, there's a 40% off sale on both my paid works (Absolution and my DnD 5e bestiary) until the end of this holiday season. You can also get them in a bundle for cheaper, if you're so inclined.
Also, if you want an estimate of how much new content there is in Patch C.1, check out this handy table I wrote that compares a few select builds of the game:
Now? Nothing, really. Now I wait for you guys to play the update, listen to feedback, maybe post a bug-fixing patch in a few days if necessary. And you can play the new version or not, I'm not your dad. What I and a lot of you will likely be doing soon, though, is unwinding during the coming holidays. I wanted this update to be a little holiday treat for the community, if anyone is still out there to enjoy it. I doubt any of you expected this, since I kept quiet about the update on purpose, but I hope it's a pleasant surprise.
Wishing everyone happy holidays and a great 2024,
~ Viktor "Navypink"
P.S.: It's not entirely accurate to say that I kept quiet about this update. I actually kind of announced it in my latest OST video. So in case any of you were wondering why I was so obnoxious about it, now you know. You may have noticed the numbers flashing between each track in the video - that was a code, and there was a key earlier in the video, it was a whole thing. Anyway, I just figured it would be a fun thing to try.