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

Bedlam

Week 47

The main QA sweeps have been completed and we're now working through a list of minor fixes that together will improve the stability and performance of the whole game.

Week 46

It was fun to finally launch the trading cards last week as well as a big patch. There are a few new fixes and tweaks that you've asked for so we're jumping on those this week, along with QA compliance alterations and optimisations.

Trading Cards are now available

Trading Cards are now available for Bedlam. The set features 6 cards, 5 backgrounds, and 6 emoticons. We hope you enjoy them. Thank you for your continued support.

Update

Build: v0.9.8.5.5383
  • Added language selection dropdown in Audio options
  • Fixed a number of issues with saving and reloading on Guano Attack
  • Fixed inconsistent behaviour when using Escape and back menu buttons interchangeably
  • Using held physics objects to jump artificially high should now be considerably harder
  • Added loading indicator to developer splash screen
  • Improved layout on gamepad menu
  • Optimised NPC clean-up on floor transitions in The Citadel
  • Fixed some physics objects being on the wrong scenery layer, resulting in them falling out of the world
  • Fixed a bug where player would fall out of the world after reloading in Boulevard de Burnistoun
  • Fixed several issues with player object transition out of Rescue Run, into The Citadel
  • Saves are now properly disabled during the intro of Alive1
  • Improved accuracy of saves in Alive1, after the jammer has been disabled
  • Ice barrier in Calastria Lower Village can now be destroyed with a fire sword swing, as well as fireball
  • Prevented checkpoints triggering during game loading
  • Fixed hologram FX in Planetfire Ascension
  • Improved perimeter colliders on Alive1
  • Improved screen positioning of most options menus
  • Fixed missing terrain in Circling the Drain
  • Fixed some broken colliders in Yes, We're Going There
  • Fixed various missing/incomplete localisations
  • Fixed Rescue Run score not being reset correctly
  • Fixed a visual issue with Gralak head-jar enemies upon death
  • Removed unlocalised text instructions in Glitch email snippets
  • Improved scenery in Out of the Frying Pan, Into the Planetfire
  • Fixed missing texture on jump-pad particles

Week 45

And the QA continues!
However we've already addressed most of the issues discovered and will patch this week as soon as possible :)

Week 44

50 shades of QA this week, and for the next couple after that. So we're knee deep in compliance testing and fixes.
Ideally there will also be a new patch this week containing adjustments and improvements from your feedback :)

Week 43

We're aiming for another patch this week to address the great feedback you've been sending in about the finale as well as other gameplay tweaks and suggestions.

Week 42

All of your feedback is going into the next patches to fix bugs and improve gameplay as we head towards version 1.0 :)

Update

Build: v0.9.8.5227
  • Made changes to Gortoss salute encounter (in hope of fixing crash bug)
  • Added new dialogue audio for character Sarge
  • Added new dialogue audio for Solderburn intro sequence
  • Added Apply button to audio and gameplay options menus
  • Achievement 'GG' should now be obtainable for completing the game
  • Split "Place du BJ" into two distinct areas for optimisation purposes
  • Added icon to pause menu to indicate areas where the player cannot save
  • Fixed missing thumbnail for The Citadel in Chapter Select
  • Fixed a bug where Rescue Run score would not reset
  • Fixed some broken bindings in gamepad presets
  • Debug info is now off by default (can be reactivated via the console)
  • Rebaked Citadel navmesh
  • Various fixes to missing localised texts
  • Various Death or Glory visual tweaks and optimisations

Week 41

More patching to come as we integrate the new languages into the game. Thank you for your continued bug reports and suggestions :)