Dollhouse cover
Dollhouse screenshot
PC PS4 Switch Steam
Genre: Puzzle, Adventure, Indie

Dollhouse

[ROSE’S DIAGNOSIS] REPORT #2 MULTIPLAYER & COMMUNITY FEEDBACK UPDATE CONTINUED



Version 1.1.5

WHAT IS IT


We discovered a handful of issues that were specific to the PS4 version of the game that we’ve been tackling so we don’t leave any communities behind. We apologize for the fewer updates this week. Starting next week since our foundation is set the patches should be more unified.

MISC MULTIPLAYER FIXES



  • MP lobbies now set to public by default when setup is complete
  • MP objective shows after being revived


TUTORIAL QOL UPDATE



  • Fixed reduced puzzle requirements (down to 2 now, was 4)


CHARACTER SELECT CLEANUP


The nominee screen is now more clear and clean and optimized for better performance.

THEME UPDATE


All themes except Film Set now has more varied shelving in hallways to make it look less barren and spawn points to make the game feel less bottom heavy for items.

LANGUAGE UPDATE


We will be adding a few new lines into the game and we are waiting until these lines are approved before submitting for updated translations.

[HOT FIX 1.1.4A] MULTIPLAYER FIXES

Patch v1.1.4A


As we strive to meet our promised updates for this week we decided to push out a large portion of our MP fixes early. You will find the experience to be a lot more stable now.

MULTIPLAYER FIXES



  • Fixed a potential error when the player disconnects after completing mapgen
  • Fixed a bug where an invisible player collider after death prevents other players from moving through them
  • Fixed a bug where scrolling between abilities is performed when sightswapped
  • Fixed a bug where players can focus on other players during the Take sequence grace period
  • Fixed a bug where players can kill other players during the Take sequence grace period
  • Fixed a bug where the slowed effect message on players after flashing is not displayed on client players
  • Fixed a bug where the beginning of "Lights, Camera, Action" message sequence is obscured
  • Fixed a bug where the final 30 second countdown sfx is stopped prematurely by the sfx manager
  • Fixed a bug where the Portrait for Stephen fails to display, causing the radar to break
  • Fixed a bug where the MP results screen where the client who plays manni will actually see a manni splash
  • Changed: flash now prevents targeted player from being able to kill others for x duration
  • Changed: increased the time between mannequins attacks in MP
  • Cleaned up party list whenever player returns to mp menu, where previous behaviour is the old party list will still be there for a few seconds
  • Caught one case where if you're still in a room, the UI's quick search button will still toggle creating a confusing state
  • Fixed a bug that now allows active mannequins to now properly kill the clients
  • Fixed a bug where active mannequin’s attack did not properly turn off UI for clients


WIP


  • Residual MP issues
  • Community feedback issues


We appreciate your patience and still rolling out updates as fast as we can!

[ROSE’S DIAGNOSIS] REPORT #2 MULTIPLAYER & COMMUNITY FEEDBACK UPDATE



Version 1.1.4

WHAT IS IT


At the beginning of each week, we will outline what to expect from us as we are working to fix up and polish Dollhouse. We committed to working on Dollhouse until it's exactly where we want it to be!

THIS WEEK’S FIXES


We were unable to successfully achieve what we wanted to accomplish this week due to internal issues and we apologize. We will not be announcing another Rose Diagnosis until the promised changes are fixed for next week. Thanks for your patience!

MULTIPLAYER UPDATE


[IN PROGRESS]

A lot of issues from the previous diagnosis have not been tackled

[FIXES]


  • If a mannequin kills you in mp, the screen repairs properly after reviving
  • Added a countdown system when you're going to respawn in mp
  • The timer in HUD now shows how long you have to kill your target instead when the next recording spawn is
  • Event list now no longer overlaps objective
  • Updated HUD icons for MP
  • Fixed flickering hotkeys in MP
  • Tutorial toggle in option menu now affects different aspects of HUD (it now turns off the MP messages on the right side)
  • HUD now turns off during the death animation


TUTORIAL UPDATE


We are planning on reducing the tutorial size down by another 25-50% to make it play even faster as per community request.

FINAL LEVEL UPDATE


[RESIDUALS]


  • We are looking to further optimize this theme to perform better
  • We are also planning on adding alto of GUI & Audio timing updates to make the fight feel better


[FIXES]


  • Improved fire damage gfx performance
  • Removed emily model and animation sequence for them in before the final boss fight
  • Prison and final boss are always shown on screen
  • Fixed an issue where indicator icons are left on the screen after picking up tape recording in final boss fight


GAMEPLAY UPDATES


[RESIDUALS]


  • QoL changes involving controller to fix sensitivity issues
  • QoL changes to make movement more fluid
  • Look into the inconsistent doodle behaviour that makes doodles either stay/ removed without proper prompts
  • Ways of making the monster more deadlier
  • Ways of making the skill secure station take more center stage


GUI UPDATES



  • Fixed an issue where exit lock chains are shown on cutting room doors
  • Fixed an issue where dialogues are skipped midway during cutscenes
  • Fixed several dialogue portrait mismatch issues
  • Fixed case where black screen covers the subtitles
  • Movie editor now shows appropriate value for number of recordings you can collect


MOVIE EDITOR & SCRIPT EDITOR EXPLANATION UPDATE


[IN PROGRESS]

We need more time for this.

MULTIPLE MONITOR DISPLAY UPDATE


[IN PROGRESS]

We are attempting to figure an elegant way of supporting Multiple Monitor Displays.

LANGUAGE UPDATE


We need a bit longer for an update. Sorry!

[ROSE’S DIAGNOSIS] REPORT #2 MULTIPLAYER & COMMUNITY FEEDBACK



Version 1.1.3

WHAT IS IT


At the beginning of each week, we will outline what to expect from us as we are working to fix up and polish Dollhouse. We committed to working on Dollhouse until it's exactly where we want it to be!

THIS WEEK’S FIXES


We plan to fix up enough of the major issues found in Multiplayer to bring it out of BETA state. There will still be some issues remaining, but we feel it will be a lot more comfortable to play.

There was a slew of community issues we are planning on tackling that has been voiced. We also plan to add a more detailed objective sequence to better explain the Script Editing sequence & Movie Editor sequence.

There will also be an update in regards to the Skill Secure station by the end of the week and how we will be proceeding

MULTIPLAYER UPDATE


[IN PROGRESS]

Multiplayer Connection Issues


  • There are a few players reporting that there are connection issues. We will be looking at the stability for this as fast as we can.


[IN PROGRESS]

Multiplayer Lobby Issues


  • A few display issues and cases where the player’s character isn’t displaying properly in the Winner’s Screen
  • Players stuck in an infinite connection screen attempting to reconnect


[IN PROGRESS]

Multiplayer Safe Issue


  • A Rare bug where Rose will talk to the player as if they are still in the Cutting Room in singleplayer


[IN PROGRESS]

Multiplayer HUD


  • A lot of general fixes to improve the QoL for players with proper information and less clutter


TUTORIAL UPDATE


We are happy with the current state of the tutorial as we believe it now sufficiently explains all the mechanics that the players will be needing to use in the game and reduced the travel time that would require to complete it. The original average length of completion was cut down by around 40%.

FINAL LEVEL UPDATE


  • We are looking to further optimize this theme to perform better
  • We are also planning on adding alto of GUI & Audio timing updates to make the fight feel better


GAMEPLAY UPDATES


  • QoL changes involving controller to fix sensitivity issues
  • QoL changes to make movement more fluid
  • Look into the inconsistent doodle behaviour that makes doodles either stay/ removed without proper prompts
  • Ways of making the monster more deadlier
  • Ways of making the skill secure station take more centre stage


GUI UPDATES


  • A few QoL changes to the overall HUD to make it more accessible

MOVIE EDITOR & SCRIPT EDITOR EXPLANATION UPDATE


[IN PROGRESS]

We are looking at adding a tutorial-like sequence to this mechanic to better explain how it works, we understand it's pretty daunting at first glance.

MULTIPLE MONITOR DISPLAY UPDATE


[IN PROGRESS]

We are attempting to figure an elegant way of supporting Multiple Monitor Displays.

LANGUAGE UPDATE


We will have an update regarding all our supporting languages by the end of the week. Thanks for your patience!

[HOT FIX 1.1.2A] CRITICAL CONTROLLER FIX & MISC GUI UPDATES

Patch v1.1.2A

June 3, 2019

There was a critical issue regarding controllers that didn’t allow players to quit out of the Script Editor menu at later chapters. We also tackled a few QoL issues in the GUI as well as a few gameplay fixes.

Expect a Roadmap of this week’s bug fixes soon!

CRITICAL GAMEPLAY FIXES


  • Fixed the issue where scripts in the Detective Room were preventing players from ever escaping it’s menu once it’s opened
  • Added a tutorial check to make sure the flag doesn't tag for anything in a room where a part of It stands
  • Fixed an issue preventing the Objectives from Chapter 2+ from showing up


GAMEPLAY FIXES


  • Fixed another rare edge case where the monster has a chance of walking into the Safe Room with the player
  • Our third attempt at making sure the Extracted Memories inserted in the door is properly animated


HUD & GUI UPDATES v1.0.3


  • HUD Focus hotkey now turns on and off when the player is affected by an augmented mannequin in the Hedge theme
  • Flashlight hotkey disappears when you can't turn on the flashlight after final charge
  • Updated Detective Room Script with proper interact message
  • Updated Detective Room Script with a proper exit message
  • Movie Editor hotkey behaviour fixed that prevents pop-ups from overlapping with the main display


OPTIMIZER


  • Fixed the Theater Lobby Theme to perform a lot better


WIP


  • An optimizer overhaul to allow players with lower end pcs to run the game and provide a general FPS boost
  • A rare issue preventing Dollhouse.exe from closing properly after the application is closed

DOLLHOUSE SURVIVAL GUIDE



WALKTHROUGH

1. Introducing the Survival Guide, a quick walkthrough to help you find your way through the darkness.

2. Your Flashlight is one of your most valuable tools, press “F” to toggle it. Batteries don’t last forever. When your flashlight is off, movement will recharge it.

3. Be quick and cautious! Use the Shift Key to run, but be careful to save your energy for when you need it.

4. Mannequins are most dangerous when your back is turned. Each level will introduce a new type of Mannequin, and they have unique Augments which are meant to harm and confuse you. Flash them to fight back.

5. Analyze helps you gather Evidence, but scanning something once isn’t enough. Make sure to Analyze as much as you can to better understand the Enemies and Traps you’re encountering. When you’ve gathered all possible evidence, Analyze will no longer be available for that subject.

6. Use your Focus ability to see through the eyes of your pursuer. While Focused, you will be able to track Memories.

7. To escape each level, you first need to gather Memories which are stored in Film Canisters. They are hidden throughout each chapter, and can be found by using Focus or through exploration.

8. Once located, Memories are not viable in their current form. To use them, you need to extract them at a Memory Station.

9. Secure Memory Stations allow you to safely extract a Memory, grant Experience, and can be used to progress through the level.

10. Blacklist Stations will secure your Memory in exchange for Experience at a cost, the Memory footage will be blacklisted in the Picture Editor at the end of the level.

11. Skill Secure Stations will grant you the Skill shown at the station and secure your Memory but will not grant any Experience.

12. Secured Memories are used to open the Lost Room Door, and are available in the Cutting Room after you’ve completed each chapter.

13. After you’ve secured Memories, you need to bring them to the Lost Room Door. You can bring several at a time if you wish.

14. The Lost Room will reveal the game It has planned for you. There is a hint to help you solve each puzzle. Win It’s game to collect the Master Key.

15. A Beacon is available in the Lost Room, it will temporarily reveal all game pieces, including those that correspond to It’s game.

16. Once you’ve collected the Master Key in the Lost Room, it’s time to locate the Dressing Room and solve the Script.

17. Fixing the Script will be easier if you collected Fragments, which are short pieces of the Script found on the walls of each Chapter. Any collected Fragments will be solved, any missed will need to be assembled in the correct order to fix the Script.

18. After you have fixed the Script, the present in the Dressing Room will be open and you can expose the version of It that has been pursuing you this Chapter.

19. After you’ve left the Dressing Room, you need to run! It’s true identity has been revealed, and will do anything to stop you. Traps are active and dangerous. Find the Cutting Room (the door you entered the chapter from) and escape.

20. After you’ve safely made it to the Cutting Room, you need to use the Memories you collected to create a new film sequence.

21. If you die along the way, you will need to retrace your steps to find the outline of your body and initiate a Playback. Your Playback will restore your lost progress.

FAQ

This willl be updated soon!

[ROSE'S DIAGNOSIS] Report #1 UPDATED



Version 1.1.2

WHAT IS IT


At the end of each week, we will outline what we have completed and still working on which will be carried over to next week and we will adjust our roadmap accordingly.

THIS WEEK’S FIXES


We were looking into optimization issues and increase visual clarity for a lot of HUD elements in Singleplayer and Multiplayer. We’ve added additional checks to make the Multiplayer lobby more stable however we are not making them as fully resolved in this patch as we were working on the hot-fixes. Please bear with us as we investigate further.

We are also planning on experimenting with removing the Skill Secure Station from the main campaign and giving players all the Skills unlocked at the beginning to improve the pacing and replay of the game. Look forward to an update on this issue next week with Rose’s second report!

NEXT WEEK'S FIXES


We are going to finish up all our proposed multiplayer fixes and bring it out of BETA. We are also going to focus on community-driven issues and concerns. Look forward to the beginning of next week for the second diagnosis!

MULTIPLAYER UPDATE


[IN PROGRESS]

Multiplayer Connection Issues


  • There are a few players reporting that there are connection issues. We will be looking at the stability for this as fast as we can.


[IN PROGRESS]

Multiplayer Lobby Issues


  • A few display issues and cases where the player’s character isn’t displaying properly in the Winner’s Screen
  • Players stuck in an infinite connection screen attempting to reconnect


[IN PROGRESS]

Multiplayer Safe Issue


  • A Rare bug where Rose will talk to the player as if they are still in the Cutting Room in singleplayer


[IN PROGRESS]

Multiplayer HUD


  • A lot of general fixes to improve the QoL for players with proper information and less clutter


RESIDUAL TUTORIAL ISSUES UPDATE


[FIXED in HOTFIX D PATCH]


  • Objective Marker for the categories players need to go to when opening the pause menu
  • Direct the player’s to the respective Memory Station tab upon first time using the stations
  • Adding distance checks for the items and points of interest that players need to interact with


CUTSCENE UPDATES


  • Updated the timing in the final theater for better flow of dialogue


GAMEPLAY UPDATES



  • Fixed a bug where the player must be very close to the door to close it
  • Fixed a bug where the player can insert canisters into doors while the insert animation is playing, bypassing the wait duration
  • Changed station so now you can't pick it up until it's finished it's processing animation


GUI UPDATES


  • Pause menu objective flags now added for the objectives that need the players to go into the menus
  • Focus icon now shows when it unlocks
  • Health pack should be showing instead of hidden from the beginning
  • Every time the player starts the game, all the information for the items and stations will now reset
  • Changed how "return to station" objective is triggered to make the objective more clear
  • Fixed review screen, so the tokens shouldn't be displaying negatives


MOVIE EDITOR EXPLANATION UPDATE


[IN PROGRESS]

We are looking at adding a tutorial-like sequence to this mechanic to better explain how it works, we understand it's pretty daunting at first glance.

OPTIMIZATION UPDATE


[FIXED]

The “Lobby” level in our game is performing inconsistently with FPS dips. We are investigating this issue and hope to have it sorted out by the end of this patch.

[ADDITIONAL]


  • Optimized a few offending assets from each theme to increase FPS slightly in each level.
  • Fixed a bug where the map beyond the safe room is black after death


Z-FIGHTING PROJECTION ISSUE UPDATE


[FIXED]

Multiple visual artifacts are showing up when there are 2D planes in the level while a Memory Station is on. We are looking into a solution to remove this completely

MULTIPLE MONITOR DISPLAY UPDATE


[IN PROGRESS]

We are attempting to figure an elegant way of supporting Multiple Monitor Displays.

BUILD VERSIONS UPDATE


[HIATUS]

We are postponing the ports of the following builds until we fix all the major issues in our game. These builds will take time and we do not want to rush it:


  • MAC
  • LINUX
  • 32-BIT


CONTROLLER UPDATE


We have found some issues with the controller and will be looking into this issue for next week’s patch.

[HOT FIX D] Critical Gameplay Fixes & Multiple QoL Improvements

Patch v1.1.1D


Instead of phasing out hotfixes we decided to still keep them in as we develop in between our weekly patching schedules. Hotfixes are now reserved for issues that are widely reported/ gamebreaking. We appreciate your patience as we are rolling out these updates!

CRITICAL GAMEPLAY FIXES


  • Cleaned up a rare puzzle sequence bug causing players to be unable to progress after entering the dressing room. We wrote bypass code for people who have reached the dressing room already so they don't have to restart


TOGGLE SPRINT BUG FIX


  • Fixed a bug where the player would lose stamina while pressing run during the phase where they could not run with toggle sprint enabled


GAMEPLAY FIXES


  • Fixed a bug where the in game wall projection would not fade out after previously quitting to main menu from in game
  • Fixed a bug where the monster would continue to chase the player into Lost and Found rooms despite them being safe rooms
  • Tutorial picks the closest items to pick up, analyze, and flash so the player doesn't have to run all around the map because of bad luck
  • Updated pause menu info for skill station


HUD & GUI UPDATES v1.0.2


  • Added a pause menu pop up for when the player first time interacts with each individual station. We plan to make sure this appears each time for better clarity, it current only shows up on the first playthrough
  • New “unknown” debilitation icon added to increase clarity of the unknown state
  • Added back black background for subtitles and with a softer black
  • Added black background for stations side info so it's easier to read


WIP


  • There is a rare tutorial bug where the objective isn’t displayed properly after picking up the memory from the projection

INTRODUCING THE DOLLHOUSE SURVIVAL GUIDE



Sometime this weekend we will be publishing an in-depth guide about Dollhouse with detailed walkthroughs, and FAQs. We are planning on supporting and updating this guide throughout development to provide better guidance on the more obscure/ complicated mechanics of our game. Stay tuned!

[ROSE'S DIAGNOSIS] Report #1



WHAT IS IT


At the beginning of each week, we will outline what to expect from us as we are working to fix up and polish Dollhouse. We committed to working on Dollhouse until it's exactly where we want it to be!

THIS WEEK’S CHECKUP


We are focused on fixing all the major display issues present in Multiplayer HUD that affect players enjoyment, and other multiplayer issues preventing players from properly connecting. We are also looking into various QoL fixes now that all the known critical issues are resolved. Stay tuned for an important update tomorrow!

MULTIPLAYER


Murder Party is something we really wanted players to enjoy, but we understand that there are quite a few issues plaguing this mode. We plan to tackle most of the critical ones this week to better improve players experiences. We chose to keep Multiplayer in Beta at launch, until we could better address these issues.

Multiplayer Connection Issues


  • There are a few players reporting that there are connection issues. We will be looking at the stability for this as fast as we can.


Multiplayer Lobby Issues


  • A few display issues and cases where the player’s character isn’t displaying properly in the Winner’s Screen
  • Players stuck in an infinite connection screen attempting to reconnect


Multiplayer Safe Issue


  • A Rare bug where Rose will talk to the player as if they are still in the Cutting Room in singleplayer


Multiplayer HUD


  • A lot of general fixes to improve the QoL for players with proper information and less clutter


RESIDUAL TUTORIAL ISSUES


Tutorial has come A LONG way since our Beta thanks to player feedback. There are still a few QoL fixes and additions we want to add.


  • Objective Marker for the categories players need to go to when opening the pause menu
  • Direct the player’s to the respective Memory Station tab upon first time using the stations
  • Adding distance checks for the items and points of interest that players need to interact with


MOVIE EDITOR EXPLANATION


We are looking at adding a tutorial-like sequence to this mechanic to better explain how it works, we understand it's pretty daunting at first glance.

OPTIMIZATION

The “Lobby” level in our game is performing inconsistently with FPS dips. We are investigating this issue and hope to have it sorted out by the end of this patch.

Z-FIGHTING PROJECTION ISSUE


Multiple visual artifacts are showing up when there are 2D planes in the level while a Memory Station is on. We are looking into a solution to remove this completely

MULTIPLE MONITOR DISPLAY


We are attempting to figure an elegant way of supporting Multiple Monitor Displays.

BUILD VERSIONS


We are postponing the ports of the following builds until we fix all the major issues in our game. These builds will take time and we do not want to rush it:


  • MAC
  • LINUX
  • 32-BIT