The behind-the-head holster to send stuff back to the inventory easily wasn't working. It is now.
Slightly adjusted the position of the hip holsters to make them a bit easier to use.
New save file format - its unencrypted so you can cheat if you want. Some people don't like the stamina system, so give yourself 1000 max stamina with 1000 stamina regen. Or tweak it a bit so it isn't as punishing by changing the regen rate a little. Or respawn every item in the game and potentially break it. Up to you.
Game ending bugs with the apartment lobby door re-locking under certain conditions and the school play scripts disappearing when left alone in the theater have been fixed. The apartment lobby issue is retroactive, and if you have a save stuck there it won't be a problem anymore. The school play one, though, will require you to delete certain keys from your "world items found" section in your save file - these are "S268N0" "S268N1" "S268N2" and "S268N3". You'll have to collect them again from where they were. Or, I mean, you could just enter the event for the puzzle being completed if you felt sour about that. Throw "SchoolPlayEvComplete" into your EventsOccurred section and when you return, it'll be done with.
Game now uses head-direction based locomotion at all times instead of the quirky hybrid solution (based on whether you were sprinting or not) that it had before. lol jk its an option now, see 0.4.2.16.
0.4.2.15
Added the double barreled shotgun.
Simplified the control for sprinting. It no longer requires the holding of any button press. As long as you are running and begin moving both arms, you will sprint.
Regarding save files - if you played version 14 before and made progress on that save file, you will need to go to c:/Users/(Your Username)/AppData/LocalLow/Paracytik Entertainment/Dement and rename your DementSaveFileEA1.pcsf file to DementSaveFileEA.pcsf. Otherwise, no action needs to be taken to upgrade your save file to the new format. If you are unable to locate either file, but have a saveStat.pcsf file instead, no action needs to be taken. This old save file format will be converted to the new one on game launch.
0.4.2.16
Shotgun shells have been added to the menu, boys and girls. The shop menu, that is.
Fixed the breathing visual effect where you can see your breath in cold places playing incorrectly and made it so it adjusts its timing based on your stamina (breathing harder and faster should change that effect, yeah?).
Added option to choose between head-based locomotion and hand-based locomotion. Sprinting control has been simplified in both versions.
When using head based locomotion: sprint by just moving your arms when running. Stop moving your arms to stop sprinting and return to simple running.
When using hand based locomotion: sprint by holding down the run input (thumbstick click or trackpad click depending on controller) and moving your arms when running. While in sprint mode, you will temporarily be switched to head-based so that you can swing your arms without your movement going erratic. This input has been simplified - you no longer have to go from run -> walk -> sprint if you were jogging along and found a sunky around the corner and needed to go faster. Regardless of your current walk or run state, holding the thumbstick click will make you either start or continue to run, and activate sprint mode. Releasing the input will return you to running with hand based locomotion. A quick click while running will return you to walking mode.
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Redesiccated is still being developed and is going to blow your socks off guaranteed. I just hope I don't lose the style and touch this version had, because testing it again after so long reminded me how good it really is. When early access ends, this version will continue to be downloadable here on Steam using the beta branch feature, for old times sakes.
Thanks for playing, thanks for the patience and thank you for your support. Enjoy your stay!
The behind-the-head holster to send stuff back to the inventory easily wasn't working. It is now.
Slightly adjusted the position of the hip holsters to make them a bit easier to use.
New save file format - its unencrypted so you can cheat if you want. Some people don't like the stamina system, so give yourself 1000 max stamina with 1000 stamina regen. Or tweak it a bit so it isn't as punishing by changing the regen rate a little. Or respawn every item in the game and potentially break it. Up to you.
Game ending bugs with the apartment lobby door re-locking under certain conditions and the school play scripts disappearing when left alone in the theater have been fixed. The apartment lobby issue is retroactive, and if you have a save stuck there it won't be a problem anymore. The school play one, though, will require you to delete certain keys from your "world items found" section in your save file - these are "S268N0" "S268N1" "S268N2" and "S268N3". You'll have to collect them again from where they were. Or, I mean, you could just enter the event for the puzzle being completed if you felt sour about that. Throw "SchoolPlayEvComplete" into your EventsOccurred section and when you return, it'll be done with.
Game now uses head-direction based locomotion at all times instead of the quirky hybrid solution (based on whether you were sprinting or not) that it had before. In my defense, in 2017 everyone was saying how great hand based was and how it was so much better because you can look around easier. Well, now head based is arguably the standard and I welcome it.
0.4.2.15
Added the double barreled shotgun.
Simplified the control for sprinting. It no longer requires the holding of any button press. As long as you are running and begin moving both arms, you will sprint.
Regarding save files - if you played version 14 before and made progress on that save file, you will need to go to c:/Users/(Your Username)/AppData/LocalLow/Paracytik Entertainment/Dement and rename your DementSaveFileEA1.pcsf file to DementSaveFileEA.pcsf. Otherwise, no action needs to be taken to upgrade your save file to the new format.
Redesiccated is still being developed and is going to blow your socks off guaranteed. I just hope I don't lose the style and touch this version had, because testing it again after so long reminded me how good it really is. When early access ends, this version will continue to be downloadable here on Steam using the beta branch feature, for old times sakes.
Thanks for playing, thanks for the patience and thank you for your support. Enjoy your stay!
Dement v0.4.2.14 (Not Redesiccated yet, sadface)
Sorta minor patch. Fixes some not so minor bugs.
The behind-the-head holster to send stuff back to the inventory easily wasn't working. It is now.
Slightly adjusted the position of the hip holsters to make them a bit easier to use.
New save file format - its unencrypted so you can cheat if you want. Some people don't like the stamina system, so give yourself 1000 max stamina with 1000 stamina regen. Or tweak it a bit so it isn't as punishing by changing the regen rate a little. Or respawn every item in the game and potentially break it. Up to you.
Game ending bugs with the apartment lobby door re-locking under certain conditions and the school play scripts disappearing when left alone in the theater have been fixed. The apartment lobby issue is retroactive, and if you have a save stuck there it won't be a problem anymore. The school play one, though, will require you to delete certain keys from your "world items found" section in your save file - these are "S268N0" "S268N1" "S268N2" and "S268N3". You'll have to collect them again from where they were. Or, I mean, you could just enter the event for the puzzle being completed if you felt sour about that. Throw "SchoolPlayEvComplete" into your EventsOccurred section and when you return, it'll be done with.
Game now uses head-direction based locomotion at all times instead of the quirky hybrid solution (based on whether you were sprinting or not) that it had before. In my defense, in 2017 everyone was saying how great hand based was and how it was so much better because you can look around easier. Well, now head based is arguably the standard and I welcome it.
Redesiccated is still being developed and is going to blow your socks off guaranteed. I just hope I don't lose the style and touch this version had, because testing it again after so long reminded me how good it really is. When early access ends, this version will continue to be downloadable here on Steam using the beta branch feature, for old times sakes.
Thanks for playing, thanks for the patience and thank you for your support. Enjoy your stay!
Dement 0.4.2.13
Reminded all enemies where their nav points are.
Fixed some enemies in the third part of Chapter 2 respawning too quickly.
Fixed a game breaking bug where taking the first shooting range course before letting Sgt. Lewis finish his instructions caused him to get stuck asking for a tablet he already has.
Fixed a couple of other funky bugs with the shooting range.
Nerfed the shooting range explosive barrels. They were giving WAY too many points.
Fixed some weird apartment coin puzzle bugs regarding its continuity.
Added a couple of helpful tips and wall markers for notoriously obtuse things (i.e. apartment bridge board cough).
I don't know if this WAS an issue (I don't have a Reverb G2 to test) but there might have been a game stopping bug (avoidable, but still annoying) during the tutorial. In the future, if any new VR controllers come out that Dement doesn't know about, it will default to Oculus Touch controller models for the control tips. I figure with Oculus having such a large market share, this is the controller manufacturers will generally try to copy.
Merry Christmas!
Dement is on sale for $31.99 (-20%) until January 5th.
You might have noticed the logo is a little different... while we haven't yet made an announcement for the Redesiccated Update, this is the new version of Lily from it (in a Christmas outfit of course). Figured we might as well do a little tease. ;)
https://discord.gg/cCuTevA Join the Discord channel for earlier access to announcements, or just come and hang out!
Dement 0.4.2.11 + 0.4.2.12
Another minor update while the big update continues to be worked on.
Guns should no longer fire when in any sort of menu.
The left hand was slightly crooked - not any more!
Improved performance of the main menu a little.
Fixed some trees being square.
Temporarily removed some markings on the map of Wolfvale that marked content not yet released.
0.4.2.12 EDIT : Flashlight pose has been updated to not be off-center, both for left and right handed modes.
Now that the left hand isn't crooked, and the flashlight pose points forward, left handed players can rejoice that now the flashlight as well as guns aim straight.
Dement 0.4.2.10
This is just a small update that fixes that annoying bug making you unable to save when starting a new game under certain conditions. It also fixes the 'Delete Save' button continuing to say 'Confirm' after a save has been deleted. Game changing!~
It has been quite some time since an actual update has released. The game is still being actively worked on 8+ hours a day, and a major update is in the works. I really hope to be able to show it sometime soon. Trust me, I want this large update done way more than you do. ;)
Dement Update 0.4.2.7
This is a small patch that improves on the previous patch's new features.
VISUALS
Adjusted AO (Ambient Occlusion) to be less dense.
Turned down film grain.
GAMEPLAY
Toggle Crouch height increased.
Added new items and enemies (depending on what chapter you're on) to the Chapter 2-4 areas.
SUPPRESSORS
Suppressors now enter a low-durability state. On the standard suppressor, low durability means there are 3 shots left before breaking. On the heavy suppressor, it will mean there are 5 shots left before breaking.
Gunshots from a gun with a low-durability suppressor will now produce an additional cracking sound. Unequipping a low-durability suppressor will discard it.
Grabbing the suppressor on a gun will unequip the suppressor.
Grabbing a holstered suppressor-capable weapon with that suppressor type in stock will (assuming the weapon isn't trading places in the holster with another weapon) "holster" that suppressor. Suppressors can be equipped by grabbing that holstered suppressor with the non-dominant hand.
FIXES / MINOR ADJUSTMENTS
Holstered melee weapons will now have the correct durability-related appearance.
Holsters and holstered weapon handles won't go below the floor.
Added glow sights to the High-Caliber Handgun.
Adjusted empty holster brightness; made holstered weapons glow a little so they can be grabbed in the dark.
Disabled snap/smooth turning while climbing.
New audio for train ride sequences.
Dement Update 0.4.2.6
VISUALS
Added CTAA - No more aliasing and specular highlight flicker. CTAA will be enabled by default, and Dynamic Resolution will be disabled. If, however, you prefer supersampling and dynamic resolution, the options are still there. CTAA and Dynamic Resolution can be used together, but some flickering may occur when resolution changes.
Ambient Occlusion options expanded - Ground Truth Ambient Occlusion (the AO solution that was used at launch) has been added back in, but is incompatible with Dynamic Resolution. You may now choose whether to use GTAO or Unity AO (the AO solution that has been used since Dynamic Resolution was introduced). Enabling Dynamic Resolution while GTAO is enabled will disable GTAO and switch to Unity AO instead.
Gamma Correction - The toggle has been replaced by a slider. It is recommended Vive and Vive Pro headsets leave this maxed, but users of other headsets should probably turn it down. While the image in the headset will seem to get darker, the view on the monitor will just get slightly higher contrast - in other words, it's now possible to stream/record while also getting a good image in the headset.
Male sunken visuals and animation updated.
Enemy reactions to getting hit or shot have been redone (no more shooting feet through the floor) and enhanced (much more noticeable).
Blood has been altered to look less like red paint.
GAMEPLAY
Item and enemy respawns have been adjusted to a time based system. SEE NOTE 1. Wristwatch - track your play time, distance ran, health, stamina, remaining ammo, and applicable durability.
Added new item drops for dead enemies.
New items and enemies added to Twin Elms Apt. depending on current chapter. Other areas will get this treatment in the next update.
World space holsters for primary and secondary weapons. SEE NOTE 2.
Crouch toggling.
Climbing reworked - subtle differences, but should be more comfortable than it was before.
Septic Wretch buff - no longer staggers.
New enemy variant - bulletproof. Bulletproof versions of enemies can only be defeated with blunt impact style weapons, such as the pipe or crowbar. Explosions will not harm them, though stun and grenades are still effective. Capturing a bulletproof variant for the Apostates will have its bulletproof status stripped for fighting in the fight club. They are metallic in appearance. If you attack them with an ineffective weapon, Richard will remind you of what you need to do. Don't continue to shoot them too much or he might get frustrated ;)
Added world space text to phone voicemail in prologue to make checking the voicemail not such a vague task.
Tutorial is reworked slightly to have less walls of text. Sprinting controls are much clearer now with an animated visual representation.
CONTROLS
Updated SteamVR Plugin to support the new input system.
Control for swapping between primary and secondary weapons removed in favor of the new holsters.
Interactions - grabbing objects still uses grip; grabbing items while the hand is in the pinch pose will use the trigger.
Firearm slide release is now on the trigger.
Vive - Snap turning has come to Vive controllers, as well as crouch toggling.
Oculus Touch and Index - A new button for equipping/unequipping the flashlight has been added. Vive Wands will continue to use the old "hold the power button while turning off to put away" method.
FIXES / MINOR ADJUSTMENTS
Fixed Praesidium members with handguns not activating their lights when aiming.
Fixed some NPC on NPC combat interactions - for example, melee wielding Praesidium members are now able to get into attack range when facing a knuckle dragger.
Bullet impacts to flesh and the environment can be heard now.
Enemies can now turn to look at you even when you're perfectly behind them. What a treat, huh?
Various smaller bug fixes.
Various visual changes.
Note 1: Enemies and items that respawn previously had about a 5 percent chance to respawn. Now, they will not respawn for 30 in-game minutes, followed by a period of their previous percent chance to respawn behavior for an hour and a half. 2 hours after being picked up/killed (respectively), they are guaranteed to respawn. To compensate for the lack of this new system on old saves, the timer for all previously picked up items and defeated enemies will be set to 75 minutes - meaning items/enemies will use a percent chance to respawn for 45 minutes before guaranteed respawn. However, if you have reached the end of Chapter 4, the timer will be set to two hours - meaning all relevant items and enemies will respawn.
Note 2: Weapons now have 3 possible states: in hand, holster, or inventory. Picking up a new weapon with an empty hand will assign it as equipped. Place the weapon in a holster to assign it to such. If the holster was already occupied, it will trade places with that weapon. Picking up a new weapon with a weapon in hand will try to assign it to either holster, but if they're already occupied it will be sent to the inventory. Holsters are on your left and right hip, and a weapon can be sent to the inventory by holstering it over either shoulder (or behind the head).
Dement Update 0.4.2.2
A minor update, but a pretty significant quality of life change!
Inventory now separates into categories.
Last selection in any inventory category will now always be remembered, allowing a true "quick access" of sorts for each type of item.
Tutorial - new information about finishing enemies has been placed. In order to keep an enemy dead for good (mostly), it needs to be continually hit until it actually dies. It'll make a death moan and blood will pool around it.
Fixed frag grenades improperly applying splash damage under certain circumstances.
Thanks for the support and suggestions, everyone. :) New content continues to be worked on!
If you want to discuss Dement, ask the devs questions, or just hang out, please feel encouraged to join our Discord server!