Sorry, it's been a while, here is where we are at!
Significant Bugfixes & Adjustments :
Intro Movie Some materials for credit text were set not to emit.
Fixed Camera Perspective Input reset had an issue resetting controls due to carry-over controls and quick camera switching/disabling. Now controller input is updated with the correct controller inversion when idle.
Auto-Aim Alignment Alignment will no longer target enemies behind the character. Auto-aim will now align vertically to smaller enemies such as Fractal Lava, Fractal Locust, etcetera.
Post-Fractal Tick now a plays damaging sound upon attachment.
Fixed a Movie Scene Trigger not occurring, if Tutorial Notes are disabled.
Balanced Stigmatized types raptured frequency (rooms should be able to be transversed without an almost certain guarantee that one has mutated).
Main Menu Added scroll wheel support in save selection mode.
Pause Menu Fixed missing keyboard controls, if a controller was enabled.
Steam Deck Added in 1280x800 display resolution (native resolution of the Steam Deck).
in 30 & 40 fps added to refresh rate settings [fps setting]. If running on a Steam Deck, enable this via the performance tab (leave refresh rate at 60 in-game).
DirectX 12 Updated ray-tracing support (recursive rendering, shadows, and adjusted some ray-tracing settings).
Weapons The laser sight wasn't always disabling on action interrupts on a few grabs and hit reactions.
Fixed an issue with the character's hand gittering while holding an item.
Many more minor adjustments and changes!
What's Coming Very Soon :
3 new Stigmatized variants, designed to vary gameplay throughout the mansion.
Final potential pathlines.
A new approach to the game's A / B save systems.
A surprise new game perspective!
Please stay tuned!
Prototype .533 Rail Hand Cannon V1.15
Happy Thanksgiving!
Bugfixes & Adjustments:
Adjusted room load-in sequence. Enemies and other systems (such as blood initialization) now happen before scene visibility.
Fixed camera angles that weren't always triggering upon room change.
Paused Menu now always saves options and graphic settings upon closing.
Weapon Menu camera for the second handgun holster was fixed to focus on the weapon.
Weapon Menu on the secondary handgun slot bullet counter text was misaligned off-screen and this has been addressed.
The character wasn't always returning to idle after moving.
An issue with the character resetting after weapon swapping (right after using the Weapon Menu this issue could arise).
When disabling 3rd Person Perspective, the camera now reverts to scene default values and resets all fixed cameras, fixing some camera positioning and orientation.
3rd Person Perspective had an issue with the sharpness of the rotation alignment accuracy. This could result in multiple turn cycles (creating a spin, which was common using a mouse). Accurate realignment is now forced at the end of a turn cycle.
Camera adjustment for Item Examine action. It is now closer to the item, making it easier to view.
Secondary characters no longer target Fractal Warriors that are awakening.
Minor characters had an issue breaking out of some grab types.
An issue with the carbine's intro speech not repeating when picking the gun up after the first time.
Recoil for all weapons has been adjusted.
The time needed for enemies to lose sense/sight of the player was increased for balancing purposes.
A fix for movement-lock involving grabs, the character would remain in a grabbed state.
Stigmatized & Raptured secondary grab [when the character or a secondary character wasn't the target] wasn't damaging the proper target.
When running in DirectX 11 or Vulkan graphic libraries, the raytracing option from the Graphic Settings disables and reverts to off. This option will need to be re-enabled next time the game is launched in DirectX 12.
Updated Save Game File Verison to 1.17.
[I]New Additions:
New settings to the options menu: - Tutorial Notes, disabling this option will skip all note tutorials. - Mouse Sensitivity.
Blood on enemies caused by weapon damage now remains between rooms.
The new Prototype .533 Hand Cannon. This unlockable futuristic weapon is a mix between a railgun and a large-bore revolver. This advanced firearm has extremely limited ammunition.
Crossbow bolts will occasionally ricochet off solid surfaces instead of penetrating through. Bolts' puncture depth now varies.
Enemy simple colliders (used in Fixed Camera Perspective) no longer collect bolts, they are now transferred to the nearest limb.
Examine animations and speech for Crossbow Bolts have been added.
Physic-bodied objects such as chairs now play sounds when collided with.
A few new informational notes.
Colorized note files by type (such as blue for tutorial notes, orange for interaction, and white for informational).
Added in Crescent Moon Door puzzle. This puzzle has two variants, one with gold pieces and one with silver.
Crossbow Update V1.14
Bugfixes & Adjustments:
Flashlight brightness was adjusted to be less overpowered.
Alexander statue in the basement no longers allows any character to help push it.
Boss fights no longer allow entry if side characters are still following.
Post-Fractal Tick monster has been reworked, it will now attach more stable. Sound effects now play when it drains the character's health, alerting the player.
Updated the Blue/Green Algae combination texture, making it easily distinguishable from the Green Algae.
Gold Algae effects have been buffed. Now regenerates over 3x the amount of vitality & allows for the hp limit to be temporarily increased.
Adjusted the dropped handgun extended clip scale.
A clipping issue was addressed with the weapon menu and the carbine.
The player would continue to play hurt sound effects if the game was paused during an enemy grab.
A bug involving the Fleshgait's grab overriding other enemies' grab, leaving the enemies still mid-grab. Enemies now revert upon grab theft.
The game will no longer soft lock/crash on certain invalid data types, by nullifying them and fixing some sensitivity issues.
Additions:
Added in another important secondary character (pathline dependant).
Overhaul to the character's health band blink system.
A missing animation when swapping to the second rifle swap.
Fleshgait now grabs secondary characters (Edwin & Alexis).
NPCs vary their activity when left stationary.
A Crossbow weapon can now be acquired. Bolts can be reused as long as they can be retrieved. Bolts can be set alight at Fire Points and can be used to set enemies on fire from a long distance.
A more powerful Handgun that replaces the standard 9mm. (pathline dependant).
Old Cellar Ending V1.13n
Happy Halloween!
Old Cellar Ending V1.13n:
Bugfixes & Adjustments:
3rd Person - An issue with the character reorientation, resulting in a spin. Reorientating would use the longer distance sometimes.
Door alignment no longers uses offsets from the door, and is now relative to the character.
Items held on the Item Belt weren't properly aligning their orientation with the character.
Adjusted the scale of several items, as well as their base alignments, on the toolbelt.
Raptured Mutation Type C ascension bug where the mutation wasn't growing.
Alexis not overriding some triggers with Edwin's pathlines.
The basement boss fight was reworked (AI and Animation graph), and now behaves more concisely and less erratic.
An issue with weapon swap triggering a temporary soft lock on the character if a 2x4 was equipped.
Fixed an issue where D-Pad wasn't recognized when interacting with the character's inventory.
Pause Menu bugfix, right directional [controller] input wasn't responding in the Options Menu.
Updated save files to load faster (prior, to accessing the save game playtime and current room, a whole save game file was scanned. Now upon save game creation, a very small file containing this data is made).
Profile max save amount increased drastically.
Other minor adjustments.
Additions:
Old cellar ending added (this ending is experienced if the player meets the right criteria).
Some new abilities have been granted to the Fleshgait.
Flashlight source of light emittance.
D-Pad support on the Main Menu & Pause Menu.
Movie-scene skip to several movie scenes.
Some new examine speeches for various furniture/statues.
Some missing subtitles to scene examination speeches.
Flash-fades on certain door pathways (the mansion opening foyer doors, sub-basement archway).
Item examine sounds and animations for machine gun ammo, magnum ammo, and some others.
Fractal Proto-Queen Update V1.13 Release B
Fractal Proto-Queen Update V1.13 Release B:
Bugfixes & Adjustments:
A few new camera angles & input adjustments.
Tied up a few loose ends around NPC & enemy saving backend.
Updated some enemy hitbox multipliers and damage effects.
Reloading bug triggered when a single bullet was chambered, with no other ammo available.
Reloading occasionally not triggering due to fire/aim stance enabled.
Some collider adjustments.
To decrease potential load time, the max number of saves per profile has been limited to 40 [this number is subject to change].
Orion's purple tank-top bleed through into the leather jacket has finally been addressed.
Some other minor changes/bug fixes.
Additions:
The basement has been fleshed out with specific gore types.
Added in the Fractal Proto-Queen, whose event trigger we won't spoil.
Heavy Stigmatized now raise from the dead until burned.
Added another pathline-dependent dynamic NPC.
More NPC pathline branches.
Dynamic camera panning while in the over-the-shoulder 3rd person viewpoint.
Pathlines V1.13
Pathlines V1.13:
Bugfixes & Alterations:
A duplication glitch on NPCs on the continue screen [final fix].
Some FOV adjustments in various scenes.
Some objects not showing with their proper camera(s) in various rooms.
An issue with the Fleshgait logo aligning in the center of the screen during the Fleshgait intro scene.
Character door opening triggering early during the Fleshgait intro scene.
Some objects not being visible during the estate foyer room camera tour.
Profile load screen resulting in a blank screen due to missing thumbnail (a default thumbnail is generated upon save game creation).
Profile load screen initialization time was greatly reduced.
Ascended grab has been adjusted.
Fractal Warrior behavior redesign. They now pose more a lethal threat.
Character's flashlight has been moved from Orion's jacket to her toolbelt (the flashlight beam no longer shines on notes, while still illuminating a large radius).
Other various small tweaks and adjustments.
Additions:
Fixed camera angles and input have been reapproached with ease of control in mind.
3rd person camera update, right stick now free rotates camera while idle.
Enemy behavior overhaul, enemies now seek out waypoints including feeding and points of interest.
Some enemies will now behave aggressively towards other enemies.
Added in Heavy Stigmatized type.
Almost all details of a room are saved between visits (blood, gore, shell casing, etc.)
The grandfather clock in the foyer is now active and ticks.
Lights that flicker have been updated (flicker is now more appropriate).
Added more atmospheric sound effects.
Added Collectible Tiki Statues, these are profile-based collectibles found through the estate in scenario A. [I]A collectible tiki statue
<*>More dynamic character interactions were added. Some characters can completely alter the player's timeline, while others can be inconsequential.
[I]Some characters' fates are in the player's hands
[I]Edwin, another secondary character that can drastically alter the story's pathline
Upcoming Additions:
We have officially started the process of adding human voice actors, we hope to have these in as soon as possible!
We are continuing to expand potential pathlines. Some are nearing completion currently, expanding the game even further.
More dynamic characters interactions.
Some new surprises!
Raptured Mutations Patch V1.12
Raptured Mutations Patch V1.12
Bugfixes:
Basement gear door puzzle item duplication fix.
Several keyboard control issues.
Fixed some event note activations on keyboard.
Adjusted autosave rate for game balancing.
Added missing vocal lines to several puzzle items (Pyramid Puzzle Pieces, Gun Safe Key #2, Drawbridge Key).
Individual room boundary adjustments.
Fixed several keyboard lock-ups (finishing up controller-keyboard hybridization).
Proper map alignment on Alexis side-quest initiation.
Interaction freeze on initial Alexis interaction on some controller formats.
Another Alexis duplication glitch on the continue screen.
A glitch where half-torso Stigmatized would not turn into Raptured.
Unity Engine updates bringing more stability to Windows 7 & some DirectX support.
New Additions:
Two new Raptured mutations. Raptured mutations now vary depending on damage dealt to Stigmatized.
Alexis now has headphones which blink with her condition.
Added an additional Alexis story path-line.
The Fleshgait now has access to more areas of the Manor.
The Map now allows for page cycling between floors.
Double-arrow skip added on save game load which skips 3 pages up/down.
Progression based title screen background changes.
Currently In Development:
Two additional Alexis path-lines, these can affect the final ending.
Sub-Basement area, potential accessible area depending on path-line.
Moon door key parts generating after defeating Fractal-Warrior mini bosses.
More dynamic jump scare potentials.
Enemy additions. . .
-So It Appears, INC.
DLSS Update V1.11
DLSS Update V1.1:
Bugfixes:
An issue where the character would remain grabbed, although no enemy was still grabbing.
Character would be locked in place after breaking free from a grab [keyboard controls].
Door interaction collision adjustments.
Alexis wasn't changing from running to idle states on certain actions.
Alexis remaining in the running state when a new room loaded, now resets to idle. (This bug was reduced earlier, now removed completely).
Alexis not properly removing held items.
The scene system not disabling the partner system properly (Alexis would stop following, however the scene system assumed she was still following. Saved games with her first story arch completed will reset the scene system).
An issue with skipping the second Alexis movie scene resulting in the drop-off point being placed in the wrong room.
Fractal Locust now track towards the player when they are fleeing/watching the player (who is holding fire).
Some waypoint empties weren't removing upon room change.
Several rooms with fixed cameras had "missing" walls, where the camera could pan to expose a wall that wasn't showing for that angle.
Fixed camera angles input changes. Ever since the camera overhaul some of these angles input were off. Now feel much more natural with these input changes.
An issue with fire sources causes blood to spawn when in its radius (was linked to the Fractal Tick, however the system disregarded whether the tick was attached or not).
Light shadow resolutions not updating on settings change.
Added in 144 fps to refresh rate (frame-rate) in Display Settings.
V-sync wasn't enabling for some screens when set at 60 fps. (V-sync enables when the frame-rate matches your monitors current refresh-rate).
DLSS added to raytracing (is applied automatically), this improves performance drastically. [DirectX 12 is required for raytracing/DLSS, which can be activated from the Graphic Settings on the Main Menu.]
Ray-Tracing Optimization Patch V1.1
Ray-Tracing Optimization Patch V1.1:
Bugfixes:
Adjusted some door colliders, making opening some doors easier.
Fixed an issue with some new enemy additions not properly removing themselves on scene change.
Some remaining keyboard input not recognizing (when a controller is plugged in & in the weapon selection menu).
Several walls weren't visible within some camera view spectrums.
Added additional resource balancing (more ammunition and health items, saved games will update).
Additional sound effects added to Fractal Lava and Fractal Warrior.
Ray-Tracing performance improved (isn't at peak, but runs at a manageable framerate [Tested on a RTX 2070 Super, Highest Settings, 60 fps]).
Fractal Tick Update V1.09
Fractal Tick Update V1.09:
Bugfixes :
Keyboard grab struggle sensitivity increased, mouse movement now affects grab struggle.
An issue with keys on the item belt not removing on key discard, as well as further triggering an issue with unlocking doors when a key was possessed on the item belt.
Adjusted some foyer lightning.
Added smoothing to fixed camera's tracking.
Some music level adjustments.
Missing keyboard controls on weapon selection, when a controller was connected.
Switched tank controls to the default keyboard setting, instead of 3D-movement.
An issue when walking backwards [while using tank controls].
Balanced Stigmatized grab, [most noticeable] when multiple are grabbing the player.
A soft-lock that occurred on certain circumstances from the continue menu.
Added in the Fractal Tick. Once this parasitic enemy attaches to the player it will continuously drain the character's health. The best way to remove a Fractal Tick is to return to a fire source.
When gold algae regen is active, the health wrist-band will occasionally blink Orange to indicate regen is active. Likewise, when an enemy such as the Fractal Tick is attached to the character, the health wrist-band will blink Purple to indicate health drain.