Posted March 02, 2025 by sp1r1t_d1tch
#new_patch
Hello everyone! :D
I hope
you been having a blast playing my demo during NextFest, here’s a
list of changes that I’ve been working on during this week to
address issues that I noticed players were having with the game,
most notably the game’s combat difficulty.
3 extra tutorials added to the
game.
Tutorials now stay extra time
on screen based on their relative size (amount of information), and
if the player is active in combat or not.
Improved the conditions for
the “gun reload” tutorial to appear on screen.
The player’s “quick turn” action speed has been increased by 50%
It was just marginally better
to use “quick turn” rather than manually turning 180 degrees,
considering the necessity of having to press an extra input, its
use was hardly ever warranted.
Now the action should
feel much better to use in combat.
Normal combat difficulty rebalance:
Reduced Flere’s damage per
attack by ~30%.
Reduced Flere’s total
health by 20%.
Reduced Flere’s movement
speed acceleration by ~15%.
Reduced Flere’s sight
radius by 10%.
Reduced the hearing radius of
noises the main character can produce.
Increased the chance of
landing a critical hit on Flere (pistol headshots.) by ~15%.
Increased the default number
of handgun bullets per pickup stack from 8 to 10.
Reduced the chance for Flere
to attempt to dodge an attack by ~5%.
Reduced the durability loss
of items per action by ~7%.
Hard difficulty rebalance:
Reduced Flere’s damage per
attack by ~10%.
Normal puzzle difficulty rebalance:
Increased the number of
available manual saves.
Removed the developer’s hard
difficulty recommendation from the description, now it should better
reflect player’s expectations of what each difficulty entails.
Thanks to feedback from Steam
players, I fixed an inconsistent issue with the flashlight needing
to be turned on so players could interact with objects that are very
clearly visible on screen.
From now on only objects completely
masked in darkness will make use of this feature.
The player will now be
considered to be in darkness when outside during the night.
Input remapping and resetting
inputs now trigger a ui sfx appropriately.
The tutorial queue now resets
when a game ends, you won’t see tutorials that can be better
served mid-game appear as soon as a new play-through begins.
There seems to be an issue
with Linux players crashing at random intervals during the game, it
appears to only affect players running the kernel 6.5., all other
windows versions and Linux kernels are working fine so far.