This update is back on the main branch! If you are on the beta branch, you will also be updated to this version automatically.
Here are some things that are new this week:
Revamped level 17
Huge improvements from the ground up have been made to level 17. The level looks much more like a real aircraft carrier now, containing several revamped rooms and many more props. The new version is more uniform in size and quality, has accurate-to-life props, and contains more imperfections.
Added level -7
Level 2 makes itself scary by having many entities and a dark atmosphere. Imagine a level being scary because of the exact opposite! When you turn on the light switch in level -7, a singular entity spawns whose idea of fun is disemboweling human wanderers. The worst part is that he is very difficult to defeat, although some explosives will do the trick. Simply turning off the light makes him go away, but then you can't complete the level. There are several keys scattered around the house in which the level takes place. These keys are required to exit, but can only be found when the light is on. See why it's scary now?
Added level 38
Imagine you smashed levels 0-37 together and then made it playable. This is pretty much level 38. There are traits of many different levels all in a shell that looks like level 0.
Here you can see many of these traits. Level 0 wallpaper and carpet, level 23 trees, level 22 rubble, level 20 machines, level 27 waterfall, poolrooms tiles, level 8 stalagmites, level 18 toys, and level 2 pipes.
Added level 70
YES, three levels in one week. Level 70 is a self storage facility at dark, which has openable containers. You can often find random loot in the containers, but guns are very rare.
Added metal barricade
A new thing that can be built with the building blueprint. Allows you to repel entities, but you can still jump over it to get out.
Added hazmat skin-stealers
A skin-stealer in a hazmat suit, what did you expect? These can be found on the new level 70, but can also be found in levels 15 and 2.
Now, if you were on the main branch you'll get a ton of other stuff from past beta updates:
Added many new options for doors
Now, you can pick between several different types of door pictures that go on the front of no-clip-a-matics. There are five options now instead of two. The options are Normal, like it starts out; Destroy, which removes the picture entirely; Glitch, which replaces the picture with a z-fighting texture; Glitch B, which replaces the picture with a flipbook animated wallpaper material; and Interior, which replaces the picture with an industrial-looking interior cubemap.
Added back Killed By
Remember when you were able to see what killed you? Well, now you can again! It is located on the last row of your watch.
Fixed the dying in slomo bug
Simple fix, this ensures that if you die while having the slomo setting on, you will not be trapped in slomo.
Made level !-! Infinite
Now, on the exit chunk of !-! there is a new hallway behind the door that allows you to keep running level !-!.
Added more goofy ahh mode sounds
Some new sounds for the airhorn and for getting dropped out of the map have been added.
Fixed !-! Traps
The traps in level !-! now have the newer trap model, are facing inwards, have a base piece, and have a much better hitbox than before.
Added better partygoer balloon animations
The balloon now follows the X and Y position of the hand directly, instead of it floating without attachment. This makes it all look much more natural.
Made many changes to level -8
The minecart has been temporarily disabled until we find a better solution for it. The Tall Shadow has also been nerfed slightly.
Adjusted M1 Garand Hand Hold
A user was having trouble aiming the M1 Garand, so hopefully this change will help fix that.
Added Building Blueprint Beta
THIS IS A VERY EXPERIMENTAL FEATURE! A new item, the building blueprint, has been added to Moe's Building Supplies in level 1. It allows you to build custom structures and objects in the backrooms which you can return to at will. Currently, you can build 6 different pieces: Wooden walls, wooden walls with windows, wooden walls with doorframes, wall torches, crafting tables, and upgrade benches.
Any structures you make will (hopefully) save automatically. I have run into a couple of saving issues while testing though, and those will be ironed out in the coming weeks. The UI will also be overhauled and more features will be added like different types of walls, a buildable vault, and a rack to save items on.
The building blueprint costs 15,000 Backrooms Bucks and can be bought at level 1's Moe's Building Supplies.
Hard Mode Door Adjustments
The other thing we have this week (a lot of effort went into the blueprint) is some adjustments to doors in hard mode. Doors in hard mode will now be stripped of their text, leaving some confusion as to where they go. However, if you hear a faint siren beware, as there is now a 1/150 chance for them to lead to level RUN.
Added sounds and new UI to the building blueprint
New sounds for creating/destroying things have been added. In addition, the buttons now have rounded corners like the crafting UI. Several small things have been fixed as well.
Added increments to the auto regen health setting
The regeneration speed can now be set to slow, medium and fast. It still only applies once health is lower than half.
Changed several shell ejection and recoil values
The MP7 and ASVAL now have some backwards recoil, the PPSH doesn't eject shells with nearly the velocity, and the AK-47 has an increased fire rate.
Screwdriver is now always in your backpack
There is now a slot on the side of the backpack that always will contain a screwdriver for easy access. Funny known bug, you will now always spawn with a screwdriver right below you.
Added several new areas to level 0
Some new halls and spooky events have been added. These new areas provide some refuge from entities as well, and just some more halls to get lost in.
Added fireworks to the bazooka
Happy 4th to those in the US! The partygoer confetti rounds now provide the bazooka with a firework-styled projectile instead of the normal confetti projectile.
Removed the usage for forks
Now you can stuff your entire face into a tub of food like a pig! This goes for Royal Rations, Hound Meat Stew, and Scraps.
Almond water now restores less hunger
This was a balancing change requested because...almond water is a drink. The stats for sanity and health have not been changed though.
Added metal walls to the building blueprint
There is a new wall type on the building blueprint: metal walls. These can be built with four I-Beams, which equates to 12 workable metal. For reference, the wooden walls require 14 wood logs. More coming soon.
Gotten rid of an infinite money glitch with chips
Now, you cannot put casino chips in the vault! I have no idea why they were able to be put in there in the first place, but woot.
Optimized the frontrooms apartment a bit
Many meshes in the frontrooms apartment hadn't gotten proper LODs, now they have them!
Adjusted right stick deadzone
The right stick's crouch deadzone is now set to be a much higher value than before.
Now for some rapid-fire changes:
Added goofy ahh music to level 31 Added an obsidian floor to the top of level 28 Added a smoother animation to the m79 Added an ambidextrous energy marker to the laser gun Removed many guns from level 13 Reduced the cost of the building blueprint Added a bulk wood buyer to Moe's Building Supplies
V. 3.47
ATTENTION: If you haven't yet: go to BrVR's steam library page -> gear icon -> properties -> betas -> and opt into this update by selecting the beta branch. This is to reduce unwanted update downloads for people on the stable main branch.
Not very exciting changes this week, but still, here are the changes!
Removed the usage for forks
Now you can stuff your entire face into a tub of food like a pig! This goes for Royal Rations, Hound Meat Stew, and Scraps.
Almond water now restores less hunger
This was a balancing change requested because...almond water is a drink. The stats for sanity and health have not been changed though.
Added metal walls to the building blueprint
There is a new wall type on the building blueprint: metal walls. These can be built with four I-Beams, which equates to 12 workable metal. For reference, the wooden walls require 14 wood logs. More coming soon.
Gotten rid of an infinite money glitch with chips
Now, you cannot put casino chips in the vault! I have no idea why they were able to be put in there in the first place, but woot.
Optimized the frontrooms apartment a bit
Many meshes in the frontrooms apartment hadn't gotten proper LODs, now they have them!
Adjusted right stick deadzone
The right stick's crouch deadzone is now set to be a much higher value than before.
Join our discord https://discord.gg/Px6jpjFEt6
Wishlist our other game Bread or Dead VR and try the playtest
ATTENTION: If you haven't yet: go to BrVR's steam library page -> gear icon -> properties -> betas -> and opt into this update by selecting the beta branch. This is to reduce unwanted update downloads for people on the stable main branch.
Added sounds and new UI to the building blueprint
New sounds for creating/destroying things have been added. In addition, the buttons now have rounded corners like the crafting UI. Several small things have been fixed as well.
Added increments to the auto regen health setting
The regeneration speed can now be set to slow, medium and fast. It still only applies once health is lower than half.
Changed several shell ejection and recoil values
The MP7 and ASVAL now have some backwards recoil, the PPSH doesn't eject shells with nearly the velocity, and the AK-47 has an increased fire rate.
Screwdriver is now always in your backpack
There is now a slot on the side of the backpack that always will contain a screwdriver for easy access. Funny known bug, you will now always spawn with a screwdriver right below you.
Added several new areas to level 0
Some new halls and spooky events have been added. These new areas provide some refuge from entities as well, and just some more halls to get lost in.
Added fireworks to the bazooka
Happy 4th to those in the US! The partygoer confetti rounds now provide the bazooka with a firework-styled projectile instead of the normal confetti projectile.
Now for some rapid-fire changes:
Added goofy ahh music to level 31 Added an obsidian floor to the top of level 28 Added a smoother animation to the m79 Added an ambidextrous energy marker to the laser gun Removed many guns from level 13 Reduced the cost of the building blueprint Added a bulk wood buyer to Moe's Building Supplies
V. 3.45 "Build Your Dreams Update"!
ATTENTION: If you haven't yet: go to BrVR's steam library page -> gear icon -> properties -> betas -> and opt into this update by selecting the beta branch. This is to reduce unwanted update downloads for people on the stable main branch.
Added Building Blueprint Beta
THIS IS A VERY EXPERIMENTAL FEATURE! A new item, the building blueprint, has been added to Moe's Building Supplies in level 1. It allows you to build custom structures and objects in the backrooms which you can return to at will. Currently, you can build 6 different pieces: Wooden walls, wooden walls with windows, wooden walls with doorframes, wall torches, crafting tables, and upgrade benches.
Any structures you make will (hopefully) save automatically. I have run into a couple of saving issues while testing though, and those will be ironed out in the coming weeks. The UI will also be overhauled and more features will be added like different types of walls, a buildable vault, and a rack to save items on.
The building blueprint costs 15,000 Backrooms Bucks and can be bought at level 1's Moe's Building Supplies.
Hard Mode Door Adjustments
The other thing we have this week (a lot of effort went into the blueprint) is some adjustments to doors in hard mode. Doors in hard mode will now be stripped of their text, leaving some confusion as to where they go. However, if you hear a faint siren beware, as there is now a 1/150 chance for them to lead to level RUN.
In other BrVR news:
We have done a poll, and a feature will be implemented on your backpack to allow easy access of a screwdriver anywhere. The screwdriver puts on/takes off attachments for weapons.
Join our discord https://discord.gg/Px6jpjFEt6
Wishlist our other game Bread or Dead VR and try the playtest
ATTENTION: If you haven't yet: go to BrVR's steam library page -> gear icon -> properties -> betas -> and opt into this update by selecting the beta branch. This is to reduce unwanted update downloads for people on the stable main branch.
Added many new options for doors
Now, you can pick between several different types of door pictures that go on the front of no-clip-a-matics. There are five options now instead of two. The options are Normal, like it starts out; Destroy, which removes the picture entirely; Glitch, which replaces the picture with a z-fighting texture; Glitch B, which replaces the picture with a flipbook animated wallpaper material; and Interior, which replaces the picture with an industrial-looking interior cubemap.
Added back Killed By
Remember when you were able to see what killed you? Well, now you can again! It is located on the last row of your watch.
Fixed the dying in slomo bug
Simple fix, this ensures that if you die while having the slomo setting on, you will not be trapped in slomo.
Made level !-! Infinite
Now, on the exit chunk of !-! there is a new hallway behind the door that allows you to keep running level !-!.
Added more goofy ahh mode sounds
Some new sounds for the airhorn and for getting dropped out of the map have been added.
Fixed !-! Traps
The traps in level !-! now have the newer trap model, are facing inwards, have a base piece, and have a much better hitbox than before.
Added better partygoer balloon animations
The balloon now follows the X and Y position of the hand directly, instead of it floating without attachment. This makes it all look much more natural.
Made many changes to level -8
The minecart has been temporarily disabled until we find a better solution for it. The Tall Shadow has also been nerfed slightly.
Adjusted M1 Garand Hand Hold
A user was having trouble aiming the M1 Garand, so hopefully this change will help fix that.
Join our discord https://discord.gg/Px6jpjFEt6
Wishlist our other game Bread or Dead VR and try the playtest
This update is back on the main branch! If you are on the beta branch, you will also be updated to this version automatically.
Here are some things that are new this week:
Revamped the majority of th3 sh4dy gr3y
Level0Zero, Level1One, and Level3Three have all gotten several enhancements such as better lighting, more props, shadows, and new landscapes. Level3three now has swimmable water.
Made the woodrooms much spookier
A few new rooms have been added to the woodrooms, and so have some new entities. Specifically, lurkers from level 9. The hounds have been removed.
Added new vault sorting options
The vault can now be sorted through in two ways. Firstly, there are two alphabetical sorters, one for A-M and one from N-Z. Secondly, there is a new favorites list. Any item can be favorited via a button, and then filtered through with the "filter by favorites" button. You can spawn all of your favorites with the aptly named "spawn favorites" button.
Added a slot radius option
An option has now been added to increase/decrease hip slot radius by 5 centimeters.
Hunger and sanity now persist across levels Made some adjustments to the hub Fixed a myriad of small bugs Made several guns unable to be put in the backpack Added size 4 to the spray painter Added water physics to Level 63
Now, if you were on the main branch you'll get a ton of other stuff from past beta updates:
Revamped level 1one
Level 1one has gotten some significant changes, including the addition of new paintings and props. Walls now align much better. The lighting on the level has also been turned down, giving a more creepy atmosphere. The two AK rifles near spawn have been removed.
Added footsteps to many more surfaces
Most surfaces will now generate a footstep sound, adding some realism to the act of walking or sprinting.
Added a headbob setting
Now in settings, you can enable a headbob setting that will kick on whilst sprinting. The camera will move up and down subtly, as if you were actually running.
Fixed the one item in backpack bug
A huge bug now squashed for eternity! Now you can carry as many chicken pieces as you'd like from one level to another without them turning into little crumbs. Same goes for any other item.
Adjusted the head slot
Although this is not the case for some items, generally speaking, the hand left behind after eating food will not attempt to grab whatever is in the head slot now.
Improved Malt Mart
Malt Mart uses kiosks now instead of the items all laying about. The faceling behind the counter is still just as aggressive...
Added more props to level FUN
The level FUN revamp last week was still a WIP, now it's much closer to completion with the addition of more props like play fences and FUN wall decals.
Revamped level negative 2
Level negative 2 has gotten a complete overhaul. We started from scratch and built up a huge new level that is over twice as large as the old one (in terms of commonly travelled areas) and is much more detailed. Low-quality models have been swapped out with high-quality ones, and every dirt stain has been placed to make the level feel just a bit less clean and more eerie. You certainly still aren't alone to explore these catacombs by yourself; there are facelings and many hounds attempting to hunt you down. The blue hallways that originally served as a link from the flooded areas to the large dark room now serve as a link between different parts of the level. These hallways have seven different connections to other areas now.
Revamped level FUN
Level FUN is still a work-in-progress when it comes to furnishing. It will be improved in the coming updates. For now, there are many more play structures than before, even featuring a multi-level playplace that is fully explorable (picture below). There will be an even larger one in the future, that's for sure. The new version is a static level, compared to the procedurally generated one that was there. However, there is still a door to get to the procedurally generated section.
Revamped the Terror Hotel Casino
The casino is now crowded with slots machines everywhere you look. It is now a maze of blinding lights and mystifying sounds to get from one game to the next, compounded by the multiple ambient voices emanating from the games. The casino now feels much more "real", as it is now densely packed with games. Instead of using kiosks to buy chips, The Beast of Level 5 will hand them to you. There are two new games, video poker and the backrooms lottery, which both have their own section on this changelog.
Added video poker
An exciting game, video poker is very similar to a "9/6 Jacks or Better" machine from the frontrooms. You put a token in and hit draw to be dealt a hand. Then, you choose the cards you would like to hold and press draw again. The cards you have not held will be re-rolled, and that will be your final hand. You will be dealt chips based on what that hand is. The only difference between in-game video poker and frontrooms video poker is that the pay tables are slightly different. You get paid a bit more in-game for worse hands than you would in real life.
Added backrooms lottery
A fun vending machine now sits in the corner of the Terror Hotel Casino. You can purchase a ticket for one chip, and then scratch it off. Your odds are 225:1 at winning, but if you do win, you will receive $15000.
Added a way to spawn steel beams for trap building
Building traps for entities has never been easier! All you have to do is press the button on the new UI and the metal will spawn for building. The metal is taken out of the same inventory used for crafting.
Added a new delete gun persistence setting
In V. 3.39, we removed the ability to take the delete gun between levels. This change is now toggleable via a setting.
Slightly decreased general payout
As most people who were grinding (on our discord at least) have now made their money, it seems as though it is the best time to adjust payouts for certain jobs. Most everything, including the level 20 crate minigame, the level 24 plastic factory minigame, the bartending and room service minigames on level 13, the casino in level 5, and the bounties on level 1 have all been adjusted. Some things that haven't been adjusted are the MEG missions, entity trading cards, and arcade games. All of these ways to make money have been normalized so that one is not exactly better than the others. Some more tweaking is most likely necessary though.
Added a new stats screen to the frontrooms
There is now a small monitor in the frontrooms that shows four stats about the player. There will be more coming soon.
Added level 63
After many weeks of work, level 63 is finally here. To put it lightly, this level is massive. It contains three distinct parts: The Canyons, The Floating Isles, and The Eastern Village.
The Floating Isles are in the center of the map and are where you spawn. They are a set of earthy floating islands with varying sizes. There are special islands such as ones with many cacti, ones with a waterfall coming out of clouds, ones with a shrine, and ones with very large trees. There are some other, more generic islands, some with water and some without.
The Canyons is the area closest to the isles. The Canyons are very reminiscent of the level 37 mountain segment, containing many orange mountains segmented by bridges. There is a valley in the middle with several waterfalls and rivers.
The Eastern Village is a large Asian village on an even larger floating island. The Eastern Village is much more stylized compared to the rest of the map, and is the farthest away from spawn. It is connected to spawn by a very large bridge.
All in all, level 63 is a massive space to hang out and chill, as it contains no entities. It is meant to be a very relaxing level.
Added new music to the red poolrooms
Another incredible theme by @LunaNightZ on our discord has been added to the game. Thanks!
Added some graphical improvements to level 16
Some things, such as the snow texture and variance in the landscape have been adjusted slightly.
Now for some rapid-fire changes:
Added a better trap model Added many new music tracks Made skin-stealer animations smoother Added a small pool to level 33 Changed much of the lighting on level 33 to be higher-quality
V. 3.42 "QOL Blitz Update"
ATTENTION: If you haven't yet: go to BrVR's steam library page -> gear icon -> properties -> betas -> and opt into this update by selecting the beta branch. This is to reduce unwanted update downloads for people on the stable main branch.
Revamped level 1one
Level 1one has gotten some significant changes, including the addition of new paintings and props. Walls now align much better. The lighting on the level has also been turned down, giving a more creepy atmosphere. The two AK rifles near spawn have been removed.
Added footsteps to many more surfaces
Most surfaces will now generate a footstep sound, adding some realism to the act of walking or sprinting.
Added a headbob setting
Now in settings, you can enable a headbob setting that will kick on whilst sprinting. The camera will move up and down subtly, as if you were actually running.
Fixed the one item in backpack bug
A huge bug now squashed for eternity! Now you can carry as many chicken pieces as you'd like from one level to another without them turning into little crumbs. Same goes for any other item.
Adjusted the head slot
Although this is not the case for some items, generally speaking, the hand left behind after eating food will not attempt to grab whatever is in the head slot now.
Improved Malt Mart
Malt Mart uses kiosks now instead of the items all laying about. The faceling behind the counter is still just as aggressive...
Added more props to level FUN
The level FUN revamp last week was still a WIP, now it's much closer to completion with the addition of more props like play fences and FUN wall decals.
In other BrVR News:
- Level 571 is going to be revamped in the coming few weeks. It may take a lot of time. - Th3 Sh4dy Gr3y is being revamped actively, starting with level 1one today.
Nothing else to report.
Join our discord https://discord.gg/Px6jpjFEt6
Wishlist our other game Bread or Dead VR and try the playtest
ATTENTION: If you haven't yet: go to BrVR's steam library page -> gear icon -> properties -> betas -> and opt into this update by selecting the beta branch. This is to reduce unwanted update downloads for people on the stable main branch.
A huge update today. But first, I would like to mention some breaking Backrooms news. The original Backrooms picture's location has been found and confirmed by several sources. In case you haven't heard, feel free to look it up. It was in a building where an RC car racetrack would then be set up. Perhaps an RC car racetrack easter egg in BrVR is due. Anyways, on to the update.
Revamped level negative 2
Level negative 2 has gotten a complete overhaul. We started from scratch and built up a huge new level that is over twice as large as the old one (in terms of commonly travelled areas) and is much more detailed. Low-quality models have been swapped out with high-quality ones, and every dirt stain has been placed to make the level feel just a bit less clean and more eerie. You certainly still aren't alone to explore these catacombs by yourself; there are Facelings and many hounds attempting to hunt you down. The blue hallways that originally served as a link from the flooded areas to the large dark room now serve as a link between different parts of the level. These hallways have seven different connections to other areas now.
Revamped level FUN
Level FUN is still a work-in-progress when it comes to furnishing. It will be improved in the coming updates. For now, there are many more play structures than before, even featuring a multi-level playplace that is fully explorable (picture below). There will be an even larger one in the future, that's for sure. The new version is a static level, compared to the procedurally generated one that was there. However, there is still a door to get to the procedurally generated section.
Revamped the Terror Hotel Casino
The casino is now crowded with slots machines everywhere you look. It is now a maze of blinding lights and mystifying sounds to get from one game to the next, compounded by the multiple ambient voices emanating from the games. The casino now feels much more "real", as it is now densely packed with games. Instead of using kiosks to buy chips, The Beast of Level 5 will hand them to you. There are two new games, video poker and the backrooms lottery, which both have their own section on this changelog.
Added video poker
An exciting game, video poker is very similar to a "9/6 Jacks or Better" machine from the frontrooms. You put a token in and hit draw to be dealt a hand. Then, you choose the cards you would like to hold and press draw again. The cards you have not held will be re-rolled, and that will be your final hand. You will be dealt chips based on what that hand is. The only difference between in-game video poker and frontrooms video poker is that the pay tables are slightly different. You get paid a bit more in-game for worse hands than you would in real life.
Added backrooms lottery
A fun vending machine now sits in the corner of the Terror Hotel Casino. You can purchase a ticket for one chip, and then scratch it off. Your odds are 225:1 at winning, but if you do win, you will receive $15000.
Added a way to spawn steel beams for trap building
Building traps for entities has never been easier! All you have to do is press the button on the new UI and the metal will spawn for building. The metal is taken out of the same inventory used for crafting.
Added a new delete gun persistence setting
In V. 3.39, we removed the ability to take the delete gun between levels. This change is now toggleable via a setting.
Slightly decreased general payout
As most people who were grinding (on our discord at least) have now made their money, it seems as though it is the best time to adjust payouts for certain jobs. Most everything, including the level 20 crate minigame, the level 24 plastic factory minigame, the bartending and room service minigames on level 13, the casino in level 5, and the bounties on level 1 have all been adjusted. Some things that haven't been adjusted are the MEG missions, entity trading cards, and arcade games. All of these ways to make money have been normalized so that one is not exactly better than the others. Some more tweaking is most likely necessary though.
Added a new stats screen to the frontrooms
There is now a small monitor in the frontrooms that shows four stats about the player. There will be more coming soon.
Now for some rapid-fire changes:
Added a better trap model Added many new music tracks Made skin-stealer animations smoother Added a small pool to level 33 Changed much of the lighting on level 33 to be higher-quality
Join our discord https://discord.gg/Px6jpjFEt6
Wishlist our other game Bread or Dead VR and try the playtest
ATTENTION: If you haven't yet: go to BrVR's steam library page -> gear icon -> properties -> betas -> and opt into this update by selecting the beta branch. This is to reduce unwanted update downloads for people on the stable main branch.
Added level 63
After many weeks of work, level 63 is finally here. To put it lightly, this level is massive. It contains three distinct parts: The Canyons, The Floating Isles, and The Eastern Village.
The Floating Isles are in the center of the map and are where you spawn. They are a set of earthy floating islands with varying sizes. There are special islands such as ones with many cacti, ones with a waterfall coming out of clouds, ones with a shrine, and ones with very large trees. There are some other, more generic islands, some with water and some without.
The Canyons is the area closest to the isles. The Canyons are very reminiscent of the level 37 mountain segment, containing many orange mountains segmented by bridges. There is a valley in the middle with several waterfalls and rivers.
The Eastern Village is a large Asian village on an even larger floating island. The Eastern Village is much more stylized compared to the rest of the map, and is the farthest away from spawn. It is connected to spawn by a very large bridge.
All in all, level 63 is a massive space to hang out and chill, as it contains no entities. It is meant to be a very relaxing level.
Added new music to the red poolrooms
Another incredible theme by @LunaNightZ on our discord has been added to the game. Thanks!
Added some graphical improvements to level 16
Some things, such as the snow texture and variance in the landscape have been adjusted slightly.
Join our discord https://discord.gg/Px6jpjFEt6
Wishlist our other game Bread or Dead VR and try the playtest
This update is back on the main branch! If you are on the beta branch, you will also be updated to this version automatically.
Here are some things that are new this week:
Gave the partygoer a new set of animations
Partygoers now have many new animations, including ones for walking, running, idling, attacking, and more. There are even "sad" animations for when the balloon is popped. The tooth-filled arm is now on both hands as well and more properly blends into the rest of the body.
Improved Scope eye relief
Scopes now have proper eye relief and depth simulation instead of being completely flat. The scope also has an improved reticle and the display is a bit darker.
Changed Goofy Ahh Footstep sounds
Enabling goofy ahh mode (introduced on April Fools) will now cause all footsteps to turn into "dink dink dink" noises. Voiced by none other than me.
Made squirt guns craftable
For 15 pieces of plastic, you can now craft a squirt gun at any crafting table. You cannot craft the UMK or Big Squirt yet, but you can craft the Lil Squirt.
Changed Checkpoints
Checkpoints are now represented by chairs instead of awkward concrete pillars. A noise now plays when you save via the checkpoint as well.
Added tooltips
Around 39 items now have proper tooltips telling you either what the object is or how to operate it. Tooltips stay on the screen for 5 seconds after use, and then they do not appear again on that item. More tooltips for guns coming soon.
Now for some rapid-fire changes:
MEG tag now properly sticks to hand Text under bars now tells you what the bar is for Branding now sticks correctly to the M4A1 Disabled delete gun in other levels Made it so that the double barrel shotgun opens at a 15 degree angle instead of a 45 degree angle Changed AK round position Improved level 18 foliage Fixed High-capacity 870 collision
Now, if you were on the main branch you'll get a ton of other stuff from past beta updates:
Added many new entity noises
Wretches now make footsteps, have a custom alarm noise, and a custom roaming noise. Hounds now have a better, creepier barking noise as well.
Added an entity frequency setting
Once enabled, this setting will delete half of the entities on a level. It requires a restart of the level to take effect though. Some entities, such as clumps, dullers, and deathmoths will not be deleted.
Added keep inventory setting
This setting allows the player to keep their items upon most instances of death. Some instances of death, such as dying in level RUN, does not allow you to keep your items. This setting is experimental because it can sometimes cause physics issues.
Revamped level 998
Twas in a poll, and now is here. The level 998 revamp has a much better staircase area, with a nice shadow pouring in from the top window (only available on high shadow settings). The outdoor area now has more fog, although the area is not done and will be finished up before the main branch drop next week.
Added more spawn locations to level 9
Most houses in level 9 now have spawn points. Some adjustments have been made to level 9 as well, like crushing in some doors.
Added level 217
Level 217 is finally here, a liminal and safe level set on a space station. You can use clump guns to move around the pieces of space junk that are floating around the station, and eventually that will be tied to a clean-up mission.
Added level 3.1
In another space-related change, level 3.1 is now here. A fresh new procedural level, level 3.1 is full of rocket silos, offices, and other rooms with various pieces of equipment in them. Think of level 3.1 as "ground control" for level 217.
Adjusted level 3
Level 3 is now properly colored and lit. In addition, there are now many new pieces of rubble and there is more rubble scatter. Lastly, there are some new entity spawners to give variance to the entities encountered.
Changed entity AI and added many new sounds and animations to them
Generally entities are a bit smarter now, and have some new truly terrifying sounds to boot! There are many changes with the sounds, like new alarm and chasing sounds for facelings, new footstep sounds for partygoers, faclings, and hounds, and the smiler sounds engaging only upon player detection.
Added a couple of new paths to level 666
Level 666 now has a couple of new paths. There is a fake level 0, a Japanese shrine area, and a few new creepy hallways! Previously, it was just a straight shot from the start to the finish. Not anymore.
And now, for a couple of rapid-fire changes:
Fixed gameplay settings menu Added a playhouse to the first level 18 hall Added some new props to level 571 Fixed gameplay setting menu Added a new area to the level 24 bunker Batteries can be removed from flashlights Adjusted the volume and timing of the level -1 music Fixed an issue with entity friending Fixed an issue with the m4a1 muzzle flash .50 BMG now engages ragdoll fling Fixed a bug with the MP7 shot location Partygoers are much larger Added several effects to partygoers Added custom audio to level 31's roller rink Added several new decorations to level 31 All crafting materials are now sellable Raised the pictures up in the elevator area of the frontrooms apartment