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

Bedlam

Update

Build: v0.9.7.5142
  • Fixed an issue where the player camera would snap straight up when looking at the floor
  • Fixed power core becoming invulnerable after loading a save in 'The Citadel'
  • Boosted jump-pad power during the power core encounter in 'The Citadel'
  • Fixed missing pickups in 'A Place You've Never Been'
  • Fixed removing jammer at the end of Alive1 not correctly awarding achievement 'We're Not Jammin'
  • Reworked menu + in-game UI to allow for forthcoming localisation
  • Optimised NPC animators
  • Reduced radius and force of Redeemer rocket explosion
  • General performance optimisations to all Death or Glory levels
  • Fixed some surface FX errors on Age of Attrition assets

Week 40

A new patch coming this week that focuses mainly on Citadel improvements. We're also waiting for the translations of the script into different languages, this has amusing implications for the more sweary aspects of the game :)

Week 39

Again thank you for your continued feedback and finding those last hidden bugs, it's all going into the next patches. Also we'll be tweaking the gameplay progress throughout the Citadel to make things clearer and more fun :)

Update

Build: v0.9.6.5095
  • Fixed lifts occasionally not activating when stood on (particularly in The Citadel)
  • Fixed floor progress not being restored correctly when reloading a save in the Citadel (pre-fix saves may no longer work)
  • Added new scenery objects to The Citadel, rebalanced NPC spawns, jump-pads, pickups and general difficulty
  • Fixed some missing colliders on objects in The Citadel
  • Multiple other visual and FX improvements to The Citadel
  • Improved NPC spawning pattern in the reactor room in Rage-Quit Reactor
  • Added a thumbnail for The Citadel in Chapter Select
  • Optimised NPC activity levels for the finale of Yes, We're Going There
  • Optimised NPC activity levels for the finale of Place de BJ
  • Optimised blood squirt FX
  • Most NPCs are now vulnerable to the Gravity Staff weapon
  • Improved appearance of smoke FX in combination with fog
  • Added nice names for key binding
  • Fixed a bug that would sometimes prevent you from picking up weapons without a primary clip e.g. Fire Sword, Gravity Staff
  • Removed fog from Arcade levels
  • Fixed an error thrown when a level name was missing from the manifest
  • Improved quick melee (fist spike) reliability

Week 38

Thank you all for your brilliant feedback, notes and screenshots for 'The Citadel' we'll be acting on these and patching out fixes, improvements and upgrades in this weeks patch ^^
Meanwhile we've been scraping out every single word there is in the whole game so that our new language translations won't just be the script, but the entire UI as well :)

Update

Build: v0.9.5.5034
  • Added the final level, 'The Citadel' for testing and feedback
  • Added new weapon switching UI
  • Added button icons for on-screen prompts
  • Added working field-of-view and anti-aliasing settings
  • Fixed an issue that would cause a crash when using the fist spike
  • Fixed tutorial dialogue and explosion being triggerable more than once
  • Comms jammer is now removable at the end of 'Alive1'
  • Fixed missing exit visuals and dialogue triggers inside mini-glitch in 'Alive1'
  • Fixed missing dialogue corrupting saves at the end of 'A Woman's Work Is Never Done'
  • Fixed several static collider issues within Calastria
  • Improved lighting in Calastria levels
  • Re-lightmapped 'Out of the Frying Pan, Into the Planetfire'
  • Improved the layout of dialogue/narrative triggers in 'Out of the Frying Pan, Into the Planetfire'
  • Tweaked balance of NPC spawns and pickup placement in 'Planetfire Ascension'
  • Various balance tweaks and visual polish to all Starfire and Death or Glory levels
  • Reduced fuse time on Model 24 grenade
  • Fist spike now switches back to previous weapon even if it has no ammo
  • Sticky grenade launcher explosion now does more damage
  • Optimised positioning of explosive barrels to minimise framerate loss
  • Pickups now billboard at range for increased performance
  • NPC animation complexity scales with distance for improved performance
  • Tweaked recoil values for some weapons
  • Increased pickup radius for smaller pickups
  • Optimised NPC death/cleanup process
  • Optimised surface FX particle pooling mechanism for improved performance in explosively hectic battles
  • Improved visual/performance balance in Age of Attrition
  • Various other optimisation and performance fixes

Week 37

An excellent week ahead! We've been given the go ahead to release the final level for Early Access testing, this build will also contain a bunch of cued up fixes and improvements. We can't wait :)

Please get stuck in and send us your feedback, try and break it and stress it out and send us your findings. We'll be responding to everything. Let us know how long it takes you to get to the top ^^

We have a number of improvements already in the works but would like to start with the base level for performance evaluation before adding in this extra detailing. We look forward to your reports, try not to fall off :)

Week 36

Hello all!

Some great progress last week. We're now arranging dates for external QA and localisation, so we're busy prepping builds for that process. These guys will help us identify any odd bugs that have survived your excellent Early Access feedback and further boost the overall polish. As mentioned before the localisation will add French, Italian, German, Spanish subtitling.

We'll also be patching out more fixes and adding in further optimisations, graphical improvements and gameplay tweaks.

Onwards to Build v1.0 :)

Week 35

Moving ahead with translations this week and adding in subtitles for French, Italian, German and Spanish. Also we'll patch out further tweaks and fixes.

Update

Build: v0.9.4.4889
  • Fixed missing key and pickups on Boulevard Du Burnistoun
  • Added icons for autosave/ save disabled
  • Changed the default gamma setting
  • Fixed some physics objects not colliding with scenery
  • Various menu visuals