This version significantly enhances the single-player combat experience by enriching NPC behaviors. It also fixes some critical issues in multiplayer mode and increases the fun. A new weapon, the blowtorch, has been introduced.
Updates:
Enhanced NPC Combat Interactions
NPCs can now use dodge actions and will employ different strategies based on their personalities.
Some types of NPC bosses will also use dodges, such as: First Encounter Templar, Invisible Man, First Encounter Sharkman, Soul, Naked Man.
NPCs using weapon with skills of battle cry or altering-actions can now use these skills differently based on their personalities, fully unleashing their combat potential.
Optimized NPC strategies and performance for countering kicks to cope with the enhanced weapon actions from several versions.
Players will also benefit from a 12% increase in kick speed.
More Intense and Robust Multiplayer Combat Experience
Characters in multiplayer mode now have 20 allocatable attribute points.
Long press to increase or decrease five points at a time.
You can exchange 10 attribute points for a random hat at the start.
Fixed the critical issue where other players were invisible until they actively attacked and hit.
Fixed the synchronization issue of Vertue’s Cockatrice Lightning in multiplayer mode.
Optimized the trajectory of the Cockatrice to make it tend to move straight forward in the initial distance, enhancing its combat role and operability.
Fixed the issue where the lock icon in multiplayer mode could not correctly preview the opponent’s health.
New Weapon: Blowtorch
A gas blowtorch with a blue tank.
Weapon type: “Handle,” causing blunt damage.
After a battlecry, it opens and sprays a column of flames, extending the damage range and adding 100% ailment conversion rate of fire damage.
This weapon is held by a white-clad NPC in the 8th level of single-player mode and is unlocked in multiplayer and free mode after passing that level.
This weapon has a small Easter egg for you to discover!
Other Experience and Critical Optimizations or Changes
Moved the health, stamina bars, weapon arsenal, and character information panel slightly towards the center of the screen to reduce visual strain during gameplay.
Optimized the implementation of the weapon arsenal and message UI, significantly reducing potential stutter on low-end machines (especially CPUs).
Optimized NPC animations for behaviors like pacing to make them more natural and less distracting.
Replaced a widely used important underlying plugin, now with better performance and stability.
Changed the weapon of the white-clad NPC in the 6th level.
Changed the weapon of the white-clad NPC in the 8th level and added it to the level’s objectives.
Fixed the issue where the LAN multiplayer mode map list defaulted to the bottom, causing the misconception of only having two maps.
Added a new, subtler flicker effect to enhance the vividness of glowing entities like Vertue.
Added sound effects to weapons like Vertue and Luori that gain elemental effects upon activation.
Fixes:
Fixed the misalignment issue of the character info panel in multiplayer mode when the screen is set to non-16:9.
Fixed the sound effect loss issue caused by mop water stains.
Fixed potential issues caused by climbing actions in multiplayer mode.
Fixed performance issues when introducing new weapons and equipment.
Fixed some weapon unlock settings in levels.
Conclusion:
After this update, the playability of both singleplayer and multiplayer modes has been significantly enhanced, along with the challenge level. The next version will include new outfits and equipment. The dark abyss is getting closer, stay curious, stay hungry!
2024.6.26 0.8.25a 紧急更新 修复攀爬和走路上楼梯
Fixes:
Fixed issues where climbing in certain scenes could lead to clipping through walls.
Fixed unexpected climbing triggers, such as the fences around escalators.
Fixed scenes where it seems possible to climb, but actually cannot be climbed, such as the sinks in restrooms.
Fixed issues where characters would float in mid-air after climbing certain objects.
Fixed the problem where characters could not step upstairs when walking slowly using the spacebar or the corresponding speed-up button on a controller.
2024.6.25 Version: 0.8.25 Theme Version “Up”
Introduction:
This update mainly introduces a brand-new climbing feature and adds new outfits and hats, along with several key optimizations and fixes.
Updates:
Added Climbing Feature
To initiate a climb on platforms ranging from 0.5m to 1m in height, press the directional key or push the left joystick along the character’s forward, and simultaneously press Shift or the corresponding dodge button on the controller.
Multiple scene objects can be climbed, such as tables in the cinema, seats in the Hall, sofas in the museum, and the benches and flower beds in the square.
New Hats and Outfits
Reintroducing the green Hawaiian-style shirt set from a previous version.
The metal flute’s combat skill allows switching between striking and poking actions, always causing crushing damage.
New outfit: a white coat, replacing the old white T-shirt.
Paired with dark blue jeans and a black inner layer, as well as white handmade leather shoes.
New hat: a white wig.
No cushion effect, but provides a certain level of damage reduction and comprehensive character attribute bonuses.
Increased resistance to frozen ailment.
Significantly reduced resistance to combustion and erosion ailments.
Key Fixes and Optimizations
Fixed Steam multiplayer online connectivity.
Fixed a crash caused by UE enemies dying from sustained damage.
UE enemies can now also suffer from continuous damage from scorching terrain.
UE enemies’ burning and scorching damage is now synchronized and settled every 0.5 seconds.
Fixed the forced exit function when the host leaves or disconnects during Steam multiplayer online sessions.
Added explanations for new features in the pause screen’s button guide, including the character information panel, weapon switching, and climbing.
Fixed an issue where characters would perform an unnecessary small action after completing a pickup in custom or multiplayer modes.
Fixes:
Fixed the grey background of the ESC interface in multiplayer mode.
Fixed a crash caused by the flute dropping in multiplayer mode.
Fixed a camera issue on the 5th floor of the cinema.
Conclusion:
Weapons ,outfits along with expand interactive features will be continually added. Stay tuned!
2024.6.7 Special Update: Free Trial Time-Limited Open!
Foreword:
As we approach the third anniversary of the game’s EA release, a free trial will be re-launched shortly for a duration of one week. This version has added some content and has undergone some minor fixes and adjustments.
Cuban Collar with a Cuban Chain and a Flute:
The green T-shirt has been replaced with a bold Hawaiian-style Cuban collar shirt, paired with striking blue running shoes and a watch, as well as an exceptionally thick gold Cuban chain.
Introducing the metal flute as a new weapon for the green-clothed target in the first level, and also as the initial weapon for the player in the second level, serving a dual hint: the game includes different attack actions, and weapons can be taken.
Metal Flute: Unlocked in free and multiplayer modes after passing the first level of the story mode. Combat skill allows switching between striking or stabbing attack actions, always causing crushing damage.
Fixes:
Fixed the fire axe’s overly large damage range, which now matches the visual range. Fixed the dynamic blurry effect of the fire axe.
Fixed issues where the camera could get stuck in certain scenes.
Fixed an error where the kick command would be retained when the character’s hit stun was short, causing forced action immediately after ending.
Fixed an error where the character would suddenly disappear when passing the last level in story mode (which is the fifth level for the Demo).
P.S:
The next update will also be coming soon! Stay tuned!
2024.2.27 Emergency Update V0.8.21a
2024.2.27 Emergency Update V0.8.21a
This update addresses several issues and includes minor improvements:
Optimized basic attack animations for mace-type weapons, enhancing their visual impact and speed.
Revamped the special animation effects for damage number and icon during skull-crush.
Fixed the issue where the Templar boss couldn’t change attack animations.
Reverted the weapon type for the mug back to one-handed (falchion).
Resolved the issue where weapon switching animations couldn’t change damage types, such as the Templar slashing and thrusting action sets.
2024.5.28 v0.8.24 Theme Version “Killers”
Intro
This version introduces new weapons, outfits, and enemies, with the core focus being a disruptive combat experience.
Updates
New Weapons
Fire Axe: A powerful weapon available in all scenes. Players need to break cabinets to obtain it. The combat actions include switching between chopping and pounding.
Kitchen Knife: A common kitchen knife often seen in horror movies wielded by killers. The combat action set is stabbing.
Added selectable weapons for custom and multiplayer modes. These weapons need to be unlocked in specific levels:
Scepter: Unlocked after defeating the Templar for the first time in Level 5.
Kitchen Knife: Unlocked after defeating the Sharkman for the first time in Level 13.
Trident: Unlocked after defeating the Naked Man in Level 20.
Killers: New Enemies and Intense Combat
The Killer:
Hidden in corners throughout the entire story. Wearing a yellow raincoat and wielding a fire axe.He also wears a red cap.
In odd-numbered levels, the Killer uses chopping attacks; in even-numbered levels, he uses mace style attacks.
Since the Killer appears in every level and is always hostile to players, it significantly alters the combat experience.
Sharkman Overhaul:
First appearance in the Projection Hall, wearing a blue mascot suit and a mask.
Second appearance in the restroom, without the mask, revealing a deformed face.
Uses fists and a kitchen knife, with two sets of attack animations.
Third appearance in the museum, significantly taller, no longer using weapons, agile and aggressive.
Regular NPC enemies now have two additional attributes, mainly seen in powerful enemies (e.g., bosses):
Subtle: After damaging other NPCs, they won’t provoke hostility.
Focused: When damaged by other NPCs, they only switch from passive to combat mode initially and won’t change targets unless attacked by the player. Once the player attacks, they focus solely on the player.
These attributes overall increase game difficulty.
UE Enhancements and New Hats
UE enemies can now wear hats. Skull-Crash adjust damage and stagger time based on the hat they wear.
Players can remove hats from UE enemies through stealth back-strikes and then loot.
Enemies drop hats directly upon defeat.
Added two hat types: red caps and cartoon shark headgear.
Random enemies in the Endless Nightmare mode, including Ethereal(transparent) entities and spirits, may randomly wear hats (or not, with equal probability).
Humanoid UE enemies now have a ragdoll system upon defeat.
Improved feedback for UE enemy hits (outside of stagger animations).
Fixes and Adjustments
Fixed the issue in Free Mode where the Templar always appeared in the cinema scene.
Adjusted the low health of the Boxing Templar in Level 11.
Fixed misalignment issues with seated enemies who would attack proactively.
Slightly enhanced character shadows.
Fixed premature hit detection for dual-wielded swing and chop attacks.
Fixed incomplete scene rendering when respawning or retry level on the first floor after defeat on the upper floors of the cinema scene.
Fixed the interaction target (outlined object) not displaying correctly in mirrors.
Replaced the yellow and blue outfits with yellow raincoats and blue mascot suits.
P.S.
Upcoming versions will primarily focus on content expansion, including new weapons and outfits. Stay tuned for the release of brand-new levels!
2024.4.22 v0.8.23a Emergency Update
Update and Fixes
Fixed the issue when kick the wall doesn’t work.
Added the screen vibration when the character is kicked.
Added the screen vibration when the character get “Skull Crash”.
Fixed the display of element damage exceeding 100.
2024.4.16 v0.8.23 Theme Version “Universal”
Intro:
This version primarily introduces a new character control system, the “Universal Enemy Manager” (UEM for short). This system can easily expand NPC enemies from humanoid to canine, arthropod, and other forms, while also implementing more diverse combat behaviors.
Updates:
Universal Enemy Manager (UEM)
An enhanced version of the Templar has been created using UEM, replacing the Boss of Level 19.
The new Templar will use multi-directional evasion.
He is not affected by scorching ground damage.
He is not affected by the lightning attack of Vertue’s “Cockatrice”.
He can follow the player at a speed similar to the player and launch a strike.
He has multiple combo attacks.
He is still affected by Ailment effects.
Sprint attacks, skull-crashing, back-strike, and counter-attacks can be performed on him.
His helmet and sword will not fall off.
The shield on his back is not just for show.
You can still sneak up on him to launch a back-strike.
The UE version of the Templar has been added to the enemy pool of Endless Nightmare.
The wolf of Level 20 also uses UEM. There are now two, and they can be defeated.
Reconstructed Damage Scale
Overall, life and damage have been increased by 10 times.
The main purpose is to retain the micro-differences of various damage enhancement.
Overall, the feeling is consistent with before, and the vitality attribute of the character increases the life value proportionally.
The damage resistance effect of character attributes has been weakened. In the past, every two points of attribute offset one point of corresponding type of damage, equivalent to the current 5, now it is every point of attribute offset 2 points of damage.
Some attack damage increase coefficients have been weakened, and the damage increase coefficients of backstabbing, counterattack, and sprint attack have been reduced from 2 to 1.5.
Elemental damage now roughly follows the default 0.5 Ailment accumulation conversion rate, and weapons with high elemental affinity can achieve up to 100% Ailment conversion, such as the hidden ice attribute damage of the fire extinguisher.
New Clothes and Enhancements to Existing Clothes
The red T-shirt has been replaced with a red hoodie.
There are more visual details.
Dynamic effects have been added to the hem of the suit.
Fixes
Fixed the issue where active skills could not be used in multiplayer mode and free mode · Endless Nightmare.
Fixed the issue where throwing and aiming perspective switching was abrupt in multiplayer mode and free mode · Endless Nightmare.
Fixed the issue where the second stage of the normal attack of the handle type weapon was floating off the ground.
Fixed the issue where the damage number display was chaotic when physical damage exceeded 100.
Fixed the occasional issue of life display error when locked target.
Fixed the occasional issue where the attack would still briefly make an attack posture after being interrupted.
Fixed the chaos of the sparks rubbed out by the weapon and environmental collision.
Fixed the issue where the sound effect was lost when the hat was knocked off and the triggered the skull crash in that attack.
Weapons and equipment that cannot be dropped will no longer glow during scanning, such as the sword of the Templar.
The Templar of Level 5 will no longer emit “flames” to distinguish it from the true Templar of Level 19.
P.S:
In the upcoming versions, renovations and improvements will be made to the remaining Bosses. We will continue to add/upgrade clothes and weapons. Stay tuned!
2024.3.22 v0.8.22 Theme Version "Incendie"
Intro:
This is a major update, with improvements and expansions in camera, character control, combat, visual effects, etc., which will bring a new experience like a prairie fire.
Update:
New aiming perspective and optimized throwing system
Introduced over-the-shoulder aiming perspective, while abandoning the "classic camera" (no longer providing related options in the settings)
Using Z or Left Stick Pressing to toggle.
In the aiming perspective, the character's movement mode is the same as when locking the target, and can perform all-direction translation while keeping the gaze direction. (Cannot run)
Moving the mouse horizontally or pushing the right joystick X-axis, the character can turn 360° freely.
Moving the mouse vertically or pushing the right joystick Y-axis, the character can look up and down to a limited extent.
This mode can be used to manually correct the height of the attack.
The character can only enter the aiming perspective when it can move freely, but there is no restriction on cancellation.
When leaving the aiming perspective, the camera will be reset to the rear of the character.
When using throwable weapons, a dot indicator of the expected landing point will appear in the perspective.
When the landing point is on the enemy, the color will change from white to red.
The basic throwing action of the weapon has been accelerated to 135% of the original, and the after-swing time has been shortened.
After the weapon is thrown out, an arrow trajectory indicator of the same color as the landing point indicator will appear for a short period of time.
This aiming indication only works when the target is not locked.
When not in the aiming perspective, the effect of throwing is roughly the same as the old version.
Now the thrown weapon hits when the contact point is the head, and the "skull cracking" process will also occur.
New weapon type: handle and new weapon
"Don't damage public property! Don't play with fire facilities!"
Handle-type weapons are generally heavier or larger objects that are swung by lifting and holding the horizontal handle, such as fire extinguishers.
Fire extinguisher:
Handle-type weapons are configured in most scenes. The battle skill is roar, which can stimulate the hidden ice attribute, has a very high abnormal rate, but will be damaged after hitting, and switch to unarmed attack state. The original fire extinguishers in the scene have become interactive states, and two more have been added in the museum scene.
Trident:
Kitchen knife type weapon, appears in specific levels. The battle skill is throwing. It has water attribute damage and a higher abnormal rate.
Enhanced AI function
Now NPC enemies can launch sprints and sprint attacks.
Sprint attacks will knock down the target, but at the same time the action flaws are bigger! It will also consume more energy.
NPCs greatly expand their alert range for a period of time after receiving any damage, to prevent players from continuously throwing sneak attacks from a distance.
NPCs will no longer lose their targets and turn around in some special source damage scenarios.
The field of view of the NPC has been expanded from 60° to 120°.
Fixed character movement stability
Now players will no longer be bounced when they are in places with abrupt height differences such as steps and escalators.
At the same time, the attack action on the escalator will no longer be interrupted.
Various extreme collision bounces caused by enemy attack stepping and squeezing will no longer occur.
More smooth and comfortable comprehensive experience
"I’ve given thee courtesy enough"
Players can now pick up weapons, hats and other interactions when locking targets.
The effect of roar will be displayed in the upper left corner of the screen in the form of an exclamation mark icon.
The number of exclamation marks is the number of attacks that can still be sustained.
Red means that the next attack still has a knockdown enhancement.
Blue means that the knockdown enhancement has been consumed, but the hidden attribute is still in an excited state.
The damage of blunt weapons will not be cancelled due to contact with the ground, so some preparatory actions that touch the ground can provide more rich and vivid audio-visual feedback.
Enhanced visual effects
Remade the spark effect produced by the collision of metal weapons.
Extended duration and expanded diffusion range.
Added physical collision effects with environmental interaction.
When the weapon attacks the hat equipped on the head, if the hat has a shock absorption function (which can reduce the hard straight time of being hit), it will also produce an effect equivalent to hitting the wall, such as metal weapons producing sparks.
Other fixes and changes
The collision body of the escalator handrail is thickened, and the passable area becomes slightly narrower.
The initial position of the fifth level is moved to the opposite direction of the door, so as to fix the camera jamming that may occur when replaying the level.
When starting the game, the default position of the camera is fixed to the rear of the character.
Fixed the dynamic background effect of the main menu and the new mode of the past.
The basic moving speed of the NPC is slightly increased.
The animation step of the character is slightly optimized.
Fixed the intersection of the AED box and the wall in the museum scene.
Fixed the display error of the portrait in the museum scene.
Optimized the icon of the mace type weapon.
Conclusion:
Be sure to pay attention to fire safety in life, know the location of fire facilities, but do not play with it. Please do not play and make trouble on stairs and escalators. Taste the game, enjoy life, life is priceless!
2024.2.25 v0.8.21 Theme version Update "Épiphanie"
2024.2.25 Version 0.8.21 “Épiphanie”
Introduction:
This version primarily introduces the new weapon type called the “Mace”, reclassifies some existing weapons, and adds new weapons and equipment (hats).
New Weapon Type: Mace
The Mace features entirely new attack animations.
Basic attacks target enemies’ heads, resulting in a high skull-crash rate.
Heavy attacks strike from bottom to top, ideal for engaging low-positioned foes while maintaining a lower stance for safety.
Sprint attacks have a two-stage damage effect, with excellent range and timing.
Weapons now utilizing the Mace action module include:
New “Scepter”
A toy scepter with heavily worn metallic paint, appearing quite dirty.
It seems to exceed the weight and hardness it should possess.
The special move is a battle cry, usable indefinitely.
In the fifth level, players’ characters now start with the “Scepter” as their initial weapon. The mop remains available in the corner.
Bottle Mug Mechanical Keyboard Pickaxe Pain Book
New Equipment and Features
Hats
Roadblock Hat
Bright orange roadblock hats commonly seen by the roadside.
Paper Crown
Included as a bonus in a king cake, it appears shiny but is actually made of paper.
Initial hat functionality has been added to certain levels. Some level characters now start equipped with hats. Also functions in Jamais-Vu in the Free Mode.
Specific Level Additions
Level 2: Pot
Level 5: Paper Crown
Level 19: Leo Mask
Level 20: Roadblock
Fixes and Improvements
Addressed a bug in the new hit detection mode where weapons would still register hits when deflected.
Sprint attacks now also use the new hit detection mode, allowing for two-stage damage.
Weapons of the knuckle type now have independent elbow strike animations for sprint attacks.(May change again in future)
Fixed camera misalignment on the third floor of the museum.