Bedlam cover
Bedlam screenshot
PC Mac PS4 XONE Steam
Genre: Shooter, Adventure, Indie

Bedlam

Update

Build: 0.9.10.5706
  • Athena will now react verbally to combat situations, when no other dialogue is active
  • Added more impactful audio for player death
  • Melee NPCs now no longer strafe when moving into combat
  • Improved lighting, scenery and terrain across Calastria and Planetfire
  • Fixed some incorrect geometry in the navmesh of the finale of Yes, We're Going There
  • Standardised some inconsistent behaviour with GUI button audio

Week 53

Aiming for another patch this week with further improvements while we wait for the all clear from QA admin.

Update

Build: v0.9.10.5689
  • Improved visual impact of player death
  • Many visual improvements to Out of the Frying Pan, into the Planetfire
  • Fixed accidental breaks in navmesh in Yes, We're Going There
  • Player will no longer crouch when exiting the menu using the Back button on gamepad
  • Fixed an exception being thrown in Alive1 when resuming an old save
  • Fixed an issue where music/atmos would be incorrect when exiting the mini-glitch in Alive1
  • V-sync toggle should now display correctly when entering the graphics options menu
  • Prevented picking up of physics objects while standing on them, or airborne, to prevent possible exploits
  • Changed the way the player interacts with held physics objects to make object clipping more unlikely
  • Gamepad settings menu now has an Apply button, to mirror functionality of other menus

Week 52

Aiming for another patch this week with more tweaks and adjustments. Meantime we're finishing up various bits of admin needed for release.

Week 51

Lots of great feedback since our last patch, thank you again ^^
This week we're going to be addressing these items as well as a few more that we'd like to further improve upon from our own testing.

Update

Build: 0.9.10.5652
  • Added visual points of reference and collider optimisations to all Death or Glory levels to aid navigation
  • Tweaked and rebaked lightmaps on several levels
  • Fixed missing terrain in Circling the Drain
  • Fixed manual save names being mistakenly truncated to 10 characters
  • Prevented players from crouching under trucks on Death or Glory levels
  • Fixed an audio congestion issue that would occasionally cause dialogue queues to skip
  • Crossbow bolts will no longer distort when attaching to certain objects of non-uniform scale
  • Pressing back during Chapter Select difficulty selection will now only close the difficulty selection overlay
  • Fixed an issue where the player could get stuck on top of the respawn in Chilli Chomper
  • Fist spike unlocked state is now correctly saved in Alive1
  • Player velocity is now restored when saving/loading
  • Fixed bug where player could sometimes enable Back button functionality during a loading screen
  • Player now re-equips previous weapon if enemy body parts disintegrate while being held
  • Player can now equip sticky launcher when ammo is empty, in order to detonate remaining mines
  • Fixed a bug where fist-spiking while picking up a new weapon leaves you with no weapon equipped
  • Fixed unhandled exceptions on floor collapse in The Citadel
  • Fixed floor material not fading out correctly at finale of The Citadel
  • Fixed an issue with gamepad presets

Week 50

We're through the major parts of QA now and awaiting further feedback. Meantime we're working on your suggestions and making some restructuring and graphical enhancements to our larger levels in order to improve navigation and provide more distinctive design touches, these should result in more visual cues to help get your bearings while exploring ^^

Week 49

Another big patch last week addressing a lot of your feedback and including many tweaks suggested by QA. This week we're continuing to add more of these improvements.

Update

Build: 0.9.10.5590
  • Added autosave to beginning of The Citadel
  • Added spawn fx for Citadel NPCs
  • Added some extra visual interest to various levels
  • Tweaked jump-pads and pickups layout in The Citadel
  • Tweaked positioning of Diasporado corpses in Planetfire
  • Fixed a bug in Rescue Run that would prevent saving in The Citadel
  • Added colliders to various levels to prevent progression-breaking exploits
  • Saved games now strip out disallowed characters to prevent file write errors
  • Fixed consistency of UI resizing when localised
  • Fixed NPCs being able to walk through fans on Rage Quit Reactor
  • Fixed an issue that was incorrectly enabling saves in Pure Rocket Arena
  • Made 1337 b0mb4D33r slightly easier to achieve
  • Player now reverts to last used weapon when switching levels while holding an object
  • Player crouch state is now saved
  • Various UI consistency tweaks
  • Improved timing of Rescue Run ending
  • Fixed bug where player could become unable to move after taking damage while pausing the game
  • Game is now completely paused when player transitions between levels
  • Moved version number from main menu to options menu
  • Screen fade no longer obscures UI elements
  • Fixed an issue where the fire sword would be unavailable to equip
  • Camera glitch effects are now disabled when game is paused
  • Added enforced clean-up of NPC debris in Planetfire to improve performance
  • Last Stand encounter in Planetfire should now be more reliably saveable
  • Activated lift states are now saveable in The Citadel
  • NPCs can now no longer escape the central reactor room in Rage Quit Reactor
  • Rebaked occlusion culling in various levels
  • Added some missing UI localisation
  • Updated credits
  • Updated splash screen

Week 48

This week is focused on the remaining minor fixes and then patching those out to Steam for testing and feedback.