Eresys cover
Eresys screenshot
Genre: Adventure

Eresys

0.6.6 TUTORIAL AREA AND SUMMER SALE

0.6.6 TUTORIAL AREA AND SUMMER SALE
This patch we added a tutorial area to quickly learn the ropes of the game without having to spend too much time reading the cult guide.
We would also like to announce that Eresys is part of the steam summer sale!

TUTORIAL AREA
-Added a new tutorial area in the temple (lobby map) where you can easily learn the basic mechanics of the game
-Added grand cultist in that area
This tutorial area is entirely optional, we've implemented it, so new players can learn the most important mechanics as fast as possible. However, the cult guide has more descriptions and overall much more detailed explanations, so if players are curious about all of the game mechanics they should still check it out!

FIXES
-Fixed some minor visual issues with the book glow, that would potentially happen when multiple pages were overlapped the book's collision
-Fixed a minor visual issue with the flame of the wax head when placed on a statue
-Fixed a UI error regarding the oil counter location that would sometimes trigger when a player ran out of oil
-The lantern now keeps burning even if you spam the run/couch button, there is a slight delay to check if the player is actually running or crouched before the burning stops
-Tweaks and fixes to the interact collision of the grand cultists used in the temple library, and now the tutorial area
-Changed some asset placement and tweaked some collision inside the "old structure"
-Fixed a few collision bugs reported by the community regarding some roots and tree placement
-Fixed a bug, also reported by the community, regarding the respawn statue inside the devoured house, players could respawn clipping into the ground

REMINDER
This update is now live, if for whatever reason the update doesn't show up, restart steam.
And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.6.6

FUTURE CONTENT

0.6.5 QUICK CREATURE UPDATE

0.6.5 QUICK CREATURE UPDATE
This is a small patch where we added a few new otherworldly creatures and a few fixes

NEW CREATURES
-Added a new minor creature around the lighthouse
-Added a new minor creature in one of the cave systems
-Added a new minor creature in the devoured house
These ¨minor otherworldly¨ creatures, are IDLE creatures that stalk a specific area, they deal quite abit of damage and have quite abit of health, but they can be permanently destroyed!
To destroy this type of creature you must either burn in with light, or perform a more specific task like banishing a nearby powerful creature. So you must observe how they react once burned

-Tweaked the optimized pathing and timings of the ¨thing¨ in the basement of the mansion, to save performance
-The ¨thing¨ in the basement is now destroyed once the mansion side mission is complete

-Tweaked some safezone collision to support the new creatures added
-Tweaks to SFX, stats and other values for the ¨minor otherworldly¨ type creatures

FIXES
-Fixed a minor visual error regarding the compass when picking up/dropping the map item
-Fixed dropping the map when you had the book equipped, now you properly drop what item you have in your hand
-Fixed a font problem with text displayed on the difficulty table
-Fixed some of the new SFX not being tied to the SFX volume
-Updated discord invite link

REMINDER
This update is now live, if for whatever reason the update doesn't show up, restart steam.
And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.6.5

FUTURE CONTENT
In the next update we are going to add a training area in the lobby, so players can quickly learn the basics without spending too much time reading the cult guide

0.6.4 QUICK PATCH

0.6.4 QUICK PATCH
In this patch we added a compass to further improve navigation, made a few changes to the mansion, and lastly a few minor tweaks and fixes.

MAP UPDATE
-Added a compass to help with navigation, it's a simple tool that should aid players in finding their bearings
We don't want to make it be another thing to worry about so the compass helps the players in a very seamless way:
It's not a separate item, it is tied to the map item, which means its picked up/dropped along the map
Holding the compass won't limit your carrying capacity, once an important item or a players head is picked up, the compass will hover over the map, so it frees your hand while still providing info

-Added map icons to represent the cultists spawn area, so you can better orientate yourself at the start of a mission
-Added map icons for the primordial temple and the primordial pit

MANSION TWEAKS
-Added more assets in the basement and generally improved its layout and atmosphere
-We have also added another ¨thing¨ in the basement
-Changed how the candles required for the mansion side event work
Since the mansion event update we added the ability to pickup important items with your left hand, so now when you interact with a candle you pick it up and have to place it manually on the ritual table, makes the event abit more immersive and coherent, instead of candles randomly teleporting. (other than this small adjustment, the event remains unchanged)

-Fixed a potential bug regarding the creature in the mansion, once banished it wouldn't sync properly if players were very far away, and the creature could still be visible for some players when they finally got to the mansion
-Fixed a minor visual error where the creature's shadow would remain visible for a few seconds after the banishing

OTHER
-Adjustments to book glow intensity and responsiveness when looking towards a page
-Additionally, the directional book glow now also considers the general height of the page, so players don't get confused to the whereabouts of a page that could be underground in a cave
These tweaks should make the book feel abit more responsive, but keep in mind, the book glows when your camera is pointed in the ¨general area¨ of a page, you still need to explore, it's not supposed to guide you to the exact location!

-Adjusted some creatures, the ai pathing when running away, to support even smaller tighter spaces
-Added a delay between the growls SFX of some of the primordial monsters so they don't constantly growl
-Small Tweaks to the cult guide buttons layout, to support future entries, change shouldnt be noticeable

FIXES
-Fixed the animations of the creatures at the bottom of the primordial pit (as well as the item variant) now the animation loops properly
-Fixed a visual bug where menus would overlap if you opened the in game customization menu while you had a settings menu open
-Tweaks to primordial pit creatures audio attenuation, now its growls can be properly heard from the top part of the pit

REMINDER
This update is now live, if for whatever reason the update doesn't show up, restart steam.
And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.6.4

FUTURE CONTENT
Working on the second map and the third ending of the first map

PATCH 0.6.3 PRIMORDIAL PIT & Steam Deck Compatibility

PATCH 0.6.3 PRIMORDIAL PIT
The primordial pit is now unlocked, additionally we added a new cutscene and made some minor tweaks and adjustments

PRIMORDIAL PIT
The new primordial area and side mission are now available!
-New area to explore
-New creature added, a variant of the primordial fiend
-New minor creature added
-New side mission tied to the giant primordial inside the pit
-Completing the mission will reward you with a blood sphere

Additionally, completing the mission for the first time will reward you with:
-New steam achievement
-New cultist aspect (mask) with different color variants, just like the others

CUTSCENES
-Added a higher cultist in the temple map, if you interact with him, a new cutscene will play with lore about the world of Eresys

-When creating/stealing blood spheres, changed from camera cuts to videos with proper SFX (and just like before, these can be skipped)
-Added new videos with visions of the old one that appear after you steal blood
The creating/stealing sequences are similar to what was before, but load faster and don't impact performance as much since players don't have to load the area

OTHER
-Completing the primordial events destroys the creatures guarding the areas
That way you are free to explore the area and get any item pickups you might have missed

-Tweaked how long the monsters run away after getting burned
-Start of mission tweak, once multiple players connect and a party is formed, only the host can interact with the fishman to begin a mission
-Minor gameplay addition, now the book icon glows when near a page to notify you to check out the area (it glows even if the book isn't equipped!)
-Added a discord server invite button at the top left of the game menu

-Fixed a bug where the primordial mask wouldn't drop on death

REMINDER
This update is now live, if for whatever reason the update doesn't show up, restart steam.
And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.6.3 Primordial pit

FUTURE CONTENT
We are working on a 3rd ending for the First map then we will proceed to the second map The temple of the old ones

PATCH 0.6.2 The Woodwalker

PATCH 0.6.2 The Woodwalker
In this new patch we added a new creature, safezone optimizations and improvements, changes to AI spawns and pathing, added encounter music and other minor tweaks and fixes


NEW CREATURE
-Added new creature type, the ¨Woodwalker¨
-These creatures spawn as you create bloodspheres (spawn changes detailed below)
-The creatures roam near and between blood altars, trying to stop the players from creating blood spheres
To not overwhelm the players they do not react to attraction as they are fixed on guarding the altars
Blood altars are sometimes hard to come by, so following one of these creature is a valid strategy as they will eventually lead you towards one

AI SPAWNS AND PATHING CHANGES
Changed what creatures spawn based on blood spheres and added creature spawns based on book pages found
-The new creature ¨Woodwalker¨ will spawn when bloodspheres are created, 1 for each
-Shadows and Lurkers will now spawn as the players picks up pages
This change was made to make the early game slightly more eventful as well as to encourage the players to look for pages and blood at the same time, instead of picking up pages all game and rushing for blood near the end.

-How many creatures spawn has been slightly tweaked, but its still based on how many players are in the party (except the Woodwalkers, 1 will always spawn for each bloodsphere made)

-Adjusted VoidWalker pathing, instead of constantly wandering all over the island, now it prioritizes walking in the forest, specifically guarding the ancient ritual site in the center of the island
-Changed the behavior of the start game shadows from idle to sequence patrol type instead, and adjusted the pathing of some of the shadows that will spawn as the game progresses
These are minor changes just so the AI has abit more structure while still unpredictable, before due to the randomness of it all, it could be totally possible to not even see a creature until late game if you didn't trigger attraction

AI TWEAKS
-Optimized and improved AI behavior regarding safezones
-Tweaked how AI perceives sound from a player inside a safe zone
-Tweaks to the primordial fiends AI, mostly to support the second variant of the creature, coming next patch

AUDIO UPDATE
-Added encounter music, this new music track triggers when a creature finds and begins chasing you, the track will stop once the creature looses vision of you (If multiple creatures are chasing you, it will stop only once all of them lose sight of you, theres enough distance and you are safe)
-Added 1 new track to the list of music used for the forest ambience and tweaked the song order list
These changes should keep the background music fresh, and make the creature encounters and chases feel even more oppressive

-Tweaked fade in/out durations and start timings for most music triggers
-Fixed a minor audio issue where a few of the screams of the Voidwalker and Lurker weren't tied to the SFX volume set by the player

FIXES
-Fixed voidwalkers tentacles twitching while getting burned
-Minor fix regarding voidwalkers attack collision rotation
-Fixed a bug where the AI wouldn't leave you alone if you burned it while being inside a safezone
-Fixed a bug where the achievement for the devoured house mission wouldn't trigger properly
-Fixed a few reported collision and clipping issues around the devoured house and primordial temple

REMINDER
This update is now live, if for whatever reason the update doesn't show up, restart steam.
And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.6.2 The Woodwalker

FUTURE CONTENT
Next weekend update


PATCH 0.6.1

PATCH 0.6.1 Quick patch
Updated and improved performance for some foliage, made the book pages location be randomized and other tweaks and fixes

ISLAND FOLIAGE
-Now the Whole environment is more rich with foliage
-Modified all the foliage to increase performance by a few fps
-Fixed an issue where certain foliage will not fade away at all after a long distance

IN GAME CUSTOMIZATION
-Added a new menu that allows you to change your cultist aspect in game (menu only appears in the temple map)
-The aspect menu change is at the right of the in-game menu, above the friends list (friend list relocated to the lower right)
-Aspect changes made in this menu also save when closing the game

PAGE LOCATIONS RANDOMIZATION
-Added randomized location element to pages and added 2 new possible locations for every page
When the game begins the page's spawn location is randomized between the 3 possible locations around the general area, this should help alleviate the monotony for those who already memorized the page's spawn locations

IDOL PIECE ALTARS
-Added a faint whispers SFX to the altars that create the pieces needed for the alternate ending
-Added some text that appears when you get close to them
Small additions to make those altars slightly creepier

OTHER
-Added a few scrolls and book pages pickups in the primordial chamber
-Changed warning type text triggers like the "cursed ground warnings" to only trigger once, it could be annoying seeing it pop up each time you get near them
-Added ¨Primordial beings¨ tab in the cult guide, to explain that once fed, they can reward you with a bloodsphere
-Slightly reduced the time Lurker (light monster) looks at you before running away
-Changed friend list location to the lower right of the screen
-Adjusted some of the safezones near the spawn areas
-Adjusted player noise while in safezone

FIXES
-Fixed a bug when launching the game, you needed to click once for the main menu to become responsive
-Fixed a bug when using a controller you could change cultist appearance even if you weren't in the Host/Join menus
-Tweaked AI so it's not able to attack when running away (before, after being stunned, while it was looking for a way to escape if you were in its path it would play the attack animation and possibly damage you, that was unfair and unclear)
-Tweaked how name tags are set on spawn, to fix a potential bug where the nametags were swapped between players
-Improved collision for some of the corpse assets we use for decoration
-Simplified and improved collision of the pyramids with the cursed tomes on top
-Fixed a possible bug where the collision for some collectables was enabled even thought the collectable was hidden (mainly the collectables that become available only after creating blood spheres)
-Fixed an area where performance would drop around the alternate ending altar
-Fixed a possible bug where the Primordial mask was defaulted to and selected without having completed the side mission required first
-Fixed a few more minor bugs reported by the community

REMINDER
This update is now live, if for whatever reason the update doesn't show up, restart steam.
And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be Eresys 0.6.1

FUTURE CONTENT

PATCH 0.6 PRIMORDIAL CHAMBER

PATCH 0.6 PRIMORDIAL CHAMBER
The gates of the Primordial chamber finally open!
In addition to that, this patch also includes a respawn mechanic for solo players, proper death animations, a new mask and more bug fixes.

PRIMORDIAL CHAMBER
The primordial chamber is located near the church with a light beam illuminating the gate, inside you will find:
-Claustrophobic corridors to explore
-A dangerous creature that roams the area
-Minor creatures stuck to the walls
-New Side Mission
-Completing the side mission will always create 1 blood sphere (so you can always choose to do this mission and use 3 blood altars instead of 4!)
-Additionally, completing the side mission for the first time will award you with an achievement and unlock a new cultist aspect (mask) for all players

CUSTOMIZATION
-Added a new mask ¨Aspect of the primordial one¨ it can be obtained by completing the new side mission
-The mask has 4 different base colors and 4 different eye colors

-Added save files for customization, so your customization choices are now saved when you close the game

DEATH SCENES
-When you die a jumpscare will play showcasing the creature that killed you
-Each cutscene has unique creature animations

SINGLE-PLAYER RESPAWN MECHANIC
-Added new item ¨head of wax¨ (appears only when playing solo offline/online)
This item is rare and difficult to come across, but it's incredibly useful. Once found, it can be placed on a wax figure. Should you meet an unfortunate demise, you will be resurrected directly at the statue, retaining all of your important items.
Previously, we introduced features like the red beam and nametags to help players in co-op. However, these changes do not provide assistance to solo players. In response, we added this item with the hope of encouraging more solo play!

OTHER
-Added ability to carry ¨important¨ class items in your left hand (at the moment only the new side mission requires you to carry specific ¨items¨)
-If you are carrying a dead player's head, do not worry you can still carry important items, the item will change its location/scale to fit next to the head! (This has been done to prevent a player death from stopping your side mission progress)
-On death you also drop important items, so mission progress isn't locked

-Tweaked victim corpse values, so there's a higher % chance of getting more blood fills
-Slightly increased intensity of the hit effect when you get damaged while holding the lantern
-Slightly reduced some of the AI investigation timers
-Small adjustments to Voidwalker collision
-More tree collisions replaced or adjusted
-Tweaked collision of some shrubs and other small foliage that would block AI collision

FIXES
-Tweaks to the map equip to hopefully fix a bug where it wasn't visible for all players (we couldn't reproduce the bug, so we will keep an eye out if the problem persists)
-When a player quits/disconnects now he drops the map, so the map is not lost anymore
-When a player quits/disconnects now he also drops any important item, so no side quest is locked
-More fixes to customization, when unlocking a mask your appearance will change accordingly to fit the mask (cloth hood on/off)
-Fixed a bug where some rocks would play wood SFXs instead of stone SFXs when stepping on them
-Fixed a terrain texture problem around the windmill area
-Fixed another possible bug where AI wouldn't leave you alone while in a safezone
-Fixed tome demon not doing the damage amount he was supposed to do
-Fixed a bug where some interaction text would flash on screen
-Fixed more collision and visual issues reported by the community!
-Fixed some words in the Chinese translations, thanks to the community for pointing out the issues and providing fixes!

REMINDER
This update is now live, if for whatever reason the update doesn't show up, restart steam.
And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be 0.6 PRIMORDIAL CHAMBER

FUTURE CONTENT

PATCH 0.5.9 Quick Patch

PATCH 0.5.9 Quick Patch
This week's patch is a quick one, where we added player Name tags (the option to disable them), Localization for 4 languages, tweaks to AI pathing/gameplay/death and some more bug fixes.

LOCALIZATION
Added localization support for 4 new languages:
-Greek
-Italian
-Korean
-Portuguese

PLAYER NAME TAGS
-Added name tags to players
The map is pretty large and It's easy to get lost, so we added name tags to help players find each other
-Added option to ¨disable player tag¨ in the "camera settings" menu
For people that don't want the extra UI element to mess up immersion

AI
-Adjustments to all navigation pathing settings, for faster and better performance
-Adjustments to height settings of the navigation pathing, AI should navigate steep terrain better and also navigate around small stuff like rocks or tree trunks much better now
-More Nav Links around tricky positions to help AI navigate
-Deer AI also checks if the player is a cave before triggering the scream
-Deer AI now checks height distance before screaming, to hopefully stop them from screaming if the player is somewhere the deer shouldn't be able to react to
-Tweaks and a bug fix regarding how speaking too loud triggers attraction
-Minor tweaks to the Voidwalker AI

GAMEPLAY
-Lantern Oil gauge in UI
A discrete Icon has been added in the background of the Lantern icon, while not showing the exact amount, It does make it slightly easier to understand how much oil you are carrying without having to stop and check the sparks
For the upcoming difficulty this icon will be hidden, for a more challenging experience.

-When you die a red light beam will appear above you
-Once the player is revived, the light beam will remain visible for 5 minutes, giving players enough time to locate the death point in case they still need to retrieve dropped items
The light and the name tag should make finding your fallen companions much easier!

-You now drop vials on death, vials are a limited resource, it was too punishing loosing them permanently on death
-If any of the dropped vials were filled with blood, it will still contain it, so no gathered blood is lost
-Slight rebalance to number of vial pickups available depending on number of players in party
-Adjustments to dropped pages locations to leave space for the vials
-Added a few more scroll pickups on the island

OTHER
-Added crows flying around the island to improve atmosphere
-Changed collision of various trees, should improve AI navigation and also prevent players getting stuck inside the trees

-Added ¨Stealing Blood¨ tab in cult guide, to explain that it's something you must not do and can lock you out of the ending

-Slight adjustment and reduction of the screen effect when looking at a creature without a lantern
-Removed/tweaked some flickering effects to some lights on the island for better performance
-Slightly increased light intensity for the lantern, just a minor adjustment to better see in the dark
-Tweaks to the equip and unequip SFXs of the map/scrolls/pages

FIXES
-Tweaks to interaction logic to hopefully fix a reported bug, where the ¨Unable to carry anymore¨ text would stay on screen and not allow you to pickup stuff (we will have to look more into this issue, as we couldn't reproduce the bug)
-Fixed bug where burning SFX wouldn't play if you started to burn right after you stopped burning with the lantern
-Fixed keeping scrolls on death, they should have been lost on death
-Small fix to the black screen during transition menus, so it looks properly on windowed and larger resolutions
-Location adjustments of certain item pickups around the spawn areas, so they don't appear to be floating
-More fixes to collision and other minor issues reported by the community

REMINDER
This update is now live, if for whatever reason the update doesn't show up, restart steam.
And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be 0.5.9

NEXT UPDATE WILL INCLUDE CONTENT - The temple -

DAY 16 PATCH 0.5.8

PATCH 0.5.8 VISUAL UPDATE, NEW ITEM, NEW SIDE MISSION, BALANCING AND FIXES
In this patch we did a major visual overhaul to the fog on the island, we added a new item to help on your mission, added a new side mission inside the devoured house, added support for 2 new languages, some more balancing tweaks, a few minor tweaks to gameplay and some more bug fixes!

UPDATED VISUALS AND PERFORMANCE BOOST ON SENTINEL ISLAND
- Polished the fog of the island and tweaked the colors to better match with the sky, now the overall island feels more creepy
- The density of the fog has been increased to create more dread of what's ahead
- Deleted an extra fog parameter which caused the sea material to look unrealistic from the distance
- Some fog planes have been replaced with a more optimized version
- Dynamic lighting, such as players lanterns, will look more immersive with the fog
- Some water materials which caused FPS drops and MS lag have been polished
- Several lights have been polished, to gain a small difference in the fps and ms
With these updates the island has a more consistent look, less visual problems, most importantly an overall improved atmosphere and even a few extra fps in some parts of the map!


NEW ITEM SCROLL OF THE ORDER
These scrolls are a new tool we added to help escape any overwhelming situation
-They can be found inside safezones or near important places, however they are a rare resource
-You can carry up to 3 scrolls
-Once you pick up a scroll you can equip/unequip it by press "3" / "Right D-pad"
-Pressing the primary key "LMB" / "Right trigger" will activate the scroll
-When activated a huge burst of light will appear then after a short time the scroll will fade away
The light of a scroll:
-Stuns all nearby creatures and makes them run away
-Removes curses
-Gives a temporary movement speed boost to nearby cultists
The only downside to using a scroll is that it triggers attraction
DEVOURED HOUSE UPDATE
-Added side mission inside the house that once completed will allow you to banish the entity at the bottom
-Added achievement for completing the side mission

-Added a walkway to enter from the top of the house
-Removed invisible walls and Improved collision at the top of the house
-Tweaked safezone collision for the house
-Added damage collision to tentacles surrounding the house, so they can damage you
-Added health to tentacles surrounding the house, so they can be burned by light
LOCALIZATION UPDATE
Added localization support for the following languages:
-Japanese
-French

BALANCING TWEAKS
-Slightly reduced creatures' investigation timers
-Creatures have slightly different health values based on number of players in party
-Slightly changed how many deer spawn based on number of players in party
-Small change to how many creatures spawn per blood spheres created based on number of players in party (its better we don't give out exact info on what/where spawns happen, it would take away from the experience)
This is just to improve difficulty balancing, essentially making the game slightly easier if you are alone or slightly more challenging in a full party of 4
We try to balance the game so its both fun and not too hard while still being quite the challenge, so It's possible more balancing changes will come in the future especially when we finish "Madman mode", a difficulty mode where everything is turned to the max and a few more punishing variables are added! (but don't worry, we won't add that mode until we are happy with the regular difficulty)

OTHER
-You can hold down the "Primary" or "Secondary" button to get a better look at the map/pages/book (this was partially in the game before, but now its more polished, responsive and the rotation of the hand has been improved for the map)
-Slight tweaks to light levels during blood spheres 3 and 4 to make up for the slight change in visibility due to fog
-Slight tweaks to how items like the map/book/pages are dropped when a cultist dies
-Added some new candles and fog effects in the cultist temple
-Added "Scrolls" tab in the cult guide, so players can read about the scrolls
-Tweaks to the cult guide, moved the tab buttons to the right of the screen in a vertical line, now it should be easier to read and interact.

FIXES
-Fixed a bug regarding swapping between your map and book pages, it could bug out the lantern when you swapped again
-Fixed another possible bug when a player died, and he dropped pages and the map, the collision would overlap
-Fixed bug that could crash the game when many pickup item collision would overlap
-Fixed triggering AI while talking as a Corpse, and other potential bug where corpses would reset AI investigation timer
-Fixed some bad movement settings that caused Shadow creatures to walk up trees or odd collision
-Added a few more navigation links around some cliff/rock edges to help AI climb up/down (more to be added in the future)
-Fixed a few more collision and visual bugs reported by the community!

REMINDER
This update is now live, if for whatever reason the update doesn't show up, restart steam.
And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be 0.5.8

FUTURE CONTENT
---- NEW MAP IN DEVELOPMENT ----


And some more sneak peeks from the upcoming temple area

ERESYS PATCH 0.5.7

ERESYS PATCH 0.5.7 MAP SYSTEM, LOCALIZATION UPDATE AND BUG FIXES & FUTURE CONTENT
In this patch we added a much requested feature, a map system! Additionally, we have reimplemented certain localized languages and introduced a matchmaking feature, while also fixing some more bugs that were reported by the community.

MAP SYSTEM
The map is no UI element, it is a physical piece of paper that needs to be picked up and equipped to use
-The map item can be found at the spawn areas
-Once picked up you can equip/unequip it by pressing "M" / Right D-pad
-The map is initially blank, it only contains the outline of the island
-As you explore and come across points of interest, like caves, important structures or certain safezones they will appear on your map as icons
-Once you are close to a point of interest and its icon has been unlocked, that icon will glow on the map


We wanted to help the player navigate the island but at the same time we don't want to give out too much information, as well as not add any system that would take away the player's attention and break immersion, so we added this physical map, while it helps navigation players still need to be aware of their environment to understand their location and plan their next destination.

Lastly, players that are looking for a challenge or have the island layout memorized can just skip picking up the map, it is an entirely optional item.

LOCALIZATION SUPPORT
These languages have now been properly translated and are fully supported:
-Chinese
-German

90% of the text has been translated professionally however we had to use machine translation on the new text added in these last updates, if any errors are encountered, we will fix them in future updates, stay tuned more languages are on the way.

MENU ADDITION
-Added ¨Disable camera cuts¨ option in "Camera settings" menu,
Enabling this option will remove all camera cuts or "cutscenes" when a bloodsphere or idol piece is created

-Added Matchmaking queue button in "Join Hunt" menu
This button will make you join a matchmaking queue where it constantly searches for open public sessions and automatically joins when one is available.
Though keep in mind there are many people that play alone or in coop just with friends, so if you can't find any matches for a long time it would be recommended to host a session yourself with the public setting turned on!

-Added "map" tab in the cult guide, where players can read about the map mechanic

TWEAKS
-Tweaked % chances outcome when gathering victim blood on cursed ground
-Added warning announcement when you try to host a session, but there is no internet connection or the steam connection is unavailable

BUG FIXES
-Fixed a potential bug where victims on cursed grounds could give you blood even if you didn't have vials, or had them full
-Fixed some collision issues in the church, more specifically the hanging "decoration"
-Fixed more reported collision bugs regarding cliffs, rocks and other strange collision and texture issues,
-Other minor collision tweaks and fixes

We thank you for patiently waiting for the patches, and we hope you have fun playing!

REMINDER
This update is now live, if for whatever reason the update doesn't show up, restart steam.
And remember, for co-op sessions, all players must have the same game version! With this new patch, game version will be 0.5.7

FUTURE CONTENT
We are working on something big and scary, It will be mostly underground, puzzles, jumpscares, and Creepy protoplasmic abominations, keep your teammates close!!! more to be revealed very soon!