Inventory redesigned to look way better and contain the recent player thoughts.
Examples:
Skateboard added to inventory.
There's my bus
Return to rabbit with the gift
Inventory is now fully navigable with just WASD, or alternatively via the mouse.
Major! (major) Update: Maps, Inventory, Cosmetics, and more!
In the interest of making the game more accessible while retaining the overall vision and aesthetic I have implemented a few systems and changes that will dramatically affect how the game is experienced:
Inventory UX redesigned, now separated into "items", "unconsumables", and "maps"
Maps exist throughout the world to visualize the interconnectedness of areas
Maps only fill in on areas previously visited by the player (areas visited before the update will not be in there yet, as that info was not being recorded in save files up until this point)
Maps additionally act as flavor and worldbuilding props
All interactable objects, characters, and items now display an icon overhead when the player is nearby
^^ this reduces the desire to drag face over every wall, window, door, man, and surface
Unconsumables can be used as UI cosmetics, displaying over health and dialogue player HUD.
Music plays more frequently and there are a few previously unused tracks now implemented into the game
Music for certain zones will change after certain events
These changes have been exhaustively discussed and debated to ensure that they do not trivialize gameplay but instead improve quality of life. In fact, I think they bring a little bit more life to the game. A lot of effort has been put into redesigning how the save-system works to ensure that save files are not damaged by this update. If they are, please reach out to me and I will happily help you.
Other updates:
I released a demo where you can try out Camas' story!
Bug report menu no longer offers the option to disable permanent blood as the associated problem is fixed
Grass-filled room performance has been improved by 20-40% through dynamically drawing grass to a grid of plots only visible to the user's screen
True pixel-perfect resolution scaling to any monitor size, scaling to the min dimension between screen width and height. (very happy about this)
Dream world-interconnectedness changes to ease navigation
Thank you for playing this game. It has every ounce of my soul and life in it and I don't know where I would be without it.
Closer To Home Has Been Released!
I'm psyched to announce the official release of Closer To Home! There was an update just before the release, which I'll cover below the release trailer:
Updates:
Fixed a crash when interacting with frog girl in the dream park
New! Some pause menu bug options
Bug menu option to exit the game w/o saving in case the player finds themselves stuck out of bounds
Fixed issue where iOS builds were losing visibility after enemy bleed effects
Bug menu option to disable bleed effects, in case the issue re-emerges (it should not),
This also is a way to make the game a little less graphic, but is not recommended. The blood is cool.
Changed pause menu options for clarity
Changed main menu prompts for clarity
Prolonged top-of-screen thought banner visibility to increase player information retention
Improved user-assigned-controls error handling
Beta Testers, you will have lost your previous save files. This is to prevent error-handling issues in modifying how the game saves information, and will not happen again for the duration of the game's existence.
FIRST Big Pre-Launch Update
Some final updates before launch:
User-customizeable controls w/ appropriately responding interface prompts throughout the entire game
Changed menu music
A new song in father's den
Alternate ending to camas' story if player decides not to spray