Ghost of a Tale cover
Ghost of a Tale screenshot
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Genre: Puzzle, Role-playing (RPG), Adventure, Indie

Ghost of a Tale

Patch release v4.25

Here's another patch release, which brings us to v4.25. Among other things the poison bug has been addressed and nights are now shorter.

Enjoy! :)


Fixed:


  • Some geometry holes
  • Inside of tower appears hidden when seen from the roof near Silas' cot
  • Light leakage in shortcut from Gusto & Fatale's cell to the courtyard
  • Stables' inside appears a little late when climbing up the stairs in the north courtyard
  • Poison damage doesn’t stop even after exiting the poisonous area (even when wearing the plague doctor mask)
  • When talking to Silas and pressing the ESC key twice the dialog interface loses focus and cannot be interacted with anymore
  • Camera can go inside Gusto's head (spoiler: it’s full of air!)
  • The end of the shortcut tunnel from Gusto & Fatale's cell disappears when Tilo stands in some spots
  • Collider for wall near rampart is missing
  • The sun casts light through the rampart in the afternoon



Added/Improved:


  • Small framerate improvement (especially when AIs are present)
  • The nights are now shorter
  • Added butterflies in the courtyard

Patch release v4.18

Here's a patch (v4.18) which fixes most of the bugs that were reported since last week's release. Thanks again so much for your bug reports, guys!

Enjoy! :)


Fixed:


  • Courtyard sections are turning off too soon when going through the elevator corridor door
  • Fog in sewers is sometimes rendered under the water
  • Untextured walls in sewers beyond the large metal grate
  • The moon’s specular lighting gives strange result (overbright speculars) indoors when night falls
  • Flatulence FX of farting rat is almost invisible (sacrilege!)
  • Some rocks pop in when getting close to the distillery shortcut
  • Water droplets particles effects (in the jail and sewers) are broken
  • Some gaps in the sets geometry (far tower)
  • Throwing a grease jar on a brazier doesn't fan the flames anymore
  • Silas’ key is not pickable after it's knocked down by a projectile
  • Candlestick erroneously shows 10 remaining candles when starting a new game and opening the inventory
  • All of the queued quest updates spam the UI after hiding and showing the HUD
  • Cases where the inventory UI fails to show a tool as equipped after picking one up
  • Quest update popups completely obscure the dialog UI in 4:3 resolutions (text under should remain readable now)
  • Tilo can seemingly pickup candles after reloading a save even if he’s already maxed out
  • Latches that lower ladders cannot be triggered by throwing projectiles at them
  • Some icons pertaining to gamepads are still visible in the inventory UI when using mouse/keyboard
  • Irrelevant colliders left in jail tower



Changed/Improved:


  • Some areas like the stables and the top of the tower now let more light in
  • Hiding is now forbidden while Tilo’s wearing the armor
  • More coherent specular highlights on the lake at night (the moon is not THAT bright)

New build (v4.13): Bug fixes and improved assets!

Hi everyone! This is mainly a bug fix update although it also contains new assets (mainly in the far tower area) like trees (SpeedTree) and photogrammetry rocks.



In order to make exploring at night more engaging the nights are not as dark as they used to be (although I’m sure they’re still full of terror). And you can now find a candle dispenser in the jailer’s office.

Speaking of candles, you don’t have to look for candles in your inventory before you can use your candlestick anymore: When you pick up a candle it goes directly onto your candlestick. Additionally you’ll also see a number indicating how many spare candles are left in your inventory.

Oh and a long-standing issue with ultra-widescreen and black masks has been addressed: when Tilo was hiding the masks on the camera did not cover the entire screen.

Other than that progress is good and we’re working hard on opening a new area beyond the far tower! :)


Fixed:


  • Rare case where a rat doesn’t go back to patrolling after chasing Tilo
  • Missing wall colliders inside main tower (for stairs leading up to the rampart)
  • Missing ceiling geometry above staircase in main tower
  • Rats disappear when crossing the second bridge of the far tower
  • Rats can open the door at the end of the second bridge
  • Cases where rats aggressivity is not properly reset after reloading a save
  • Rare cases where shadows from a light source fail to appear
  • Ladder in gallery rafters doesn’t properly reset after lowering it and reloading a save where it was still up
  • Camera masks when Tilo is hiding do not extend far enough for ultra-wide resolutions
  • Rolo disappears when climbing on a specific spot in the forge
  • Lore UI instructions show "Button_B" for "Close" when using mouse/keyboard
  • Quest update popup hides books UI in 4:3 resolutions
  • Rat patrolling stairs in front of holding cells is not visible from area above
  • Cannot talk to Fatale after reloading a game where she went to sleep
  • After taking the rec room key then dying and reloading, the key can't be picked anymore
  • Sometimes after a reload rats chase Tilo but don't attack him for a few seconds
  • Sometimes after a save the confirmation UI remains faintly visible on screen
  • After grabbing a stool and dying the stool remains attached to Tilo after respawning
  • Bad colliders in a couple of places within the main tower
  • Rare cases where Kerold moves off of his stool after reloading a save
  • The rat guarding the elevator corridor disappears too soon when entering
  • Inventory can be called up while the stats UI is displayed
  • The camera sometimes remains in the void after reloading a scene and flies back to Tilo only as he exists his hiding place



Added/Improved:


  • Replaced all the trees with new SpeedTree assets
  • Improved performance when standing on top of the main tower
  • Set dressing is now complete in many places
  • Improved textures and shaders on several assets
  • New shader for the lake looks MUCH better
  • Nights outside are not as dark anymore
  • Candles are now automatically equipped onto the candlestick (no more fidgeting in the inventory)
  • The HUD now displays the remaining candles next to the candlestick icon (candles are now like “ammo” for the candlestick)
  • Books UI now makes Previous, Next and Close buttons more readable when using mouse/keyboard
  • Re-implemented fog in exteriors
  • Some yet non-public areas could sometimes be reachable via hacking. They shouldn’t be anymore (sorry!)


Bug fixes (and a new shortcut) in build 3.93!

Hi there! This is a bug fix release which takes care of a few long-standing issues and adds a new shortcut from the distillery to the sewers (so you don't have to confront the leeches on your way back).



As always, thank you guys for your ever-reliable help in tracking down bugs!! :)


Fixed:


  • The rat on the rampart cannot follow Tilo to the bridge to the far tower
  • Weird “midnight sun” glitch causing the sun to go back through the sky at exactly midnight
  • Next and previous page UI buttons do not appear when they’re supposed to
  • Rats in courtyard disappear when Tilo is close to the broken cannon (under the gallery)
  • Quest UI doesn’t pop up when picking up an escaped beetle
  • Rare case where escaped beetles do not properly reinitialize after consecutive reloads
  • After reloading a save the sun can sometimes linger in a wrong orientation before time of day catches up to the one in the save
  • Button to put on a full costume is absent from instructions when using mouse/keyboard
  • Colliders are missing on the arches’ roofs on the bridge to the far tower
  • Items description sometimes appear truncated (missing scrollbar)
  • Scrollbar sometimes appear on a short item description that doesn’t warrant it
  • Footnotes sometimes miss their scrollbar or conversely have one when it’s not needed
  • Camera freaks out when getting near the door to the catacombs’ corridor
  • Scrolling down items description using the mouse wheel is much too slow
  • Dev mode was let on by mistake (duh)


Changed/Improved:


  • Saving is now allowed only after Tilo has finished hiding (as opposed to right when starting to hide)
  • It is now possible to middle-mouse click on a costume item to quickly put on the entire costume
  • Magnet aim now works with the drawbridge brake (from across the gap)
  • Greaves description has been updated with a piece of trivia
  • It is now possible to simply close an item’s description UI by right-clicking on it (useful and logical, since a right-click is what causes it to appear)
  • Added a new shortcut between the secret distillery and other parts of the sewers

GoaT Dev Update - Catacombs Raider!

Hey guys, here's the latest official update on the site: http://www.ghostofatale.com/catacombs-raider

As usual it talks about game development progress, along with some screenshots of a new area we're working on: Dwindling Height's catacombs!



And there's a couple of videos about improvements and changes as well. Enjoy! :)

New build 3.83!

Here's a new Ghost of a Tale build (version 3.83) featuring quite a few bug fixes and changes! Most notably there's a new targeting system, improved reloading times and under-the-hood preparation work for upcoming updates.

You can find more details (pictures and videos) in the latest official update on the site: http://www.ghostofatale.com/catacombs-raider


Fixed:


  • Some wooden beams are missing their colliders
  • It’s not possible to scroll down in the quest log using the mouse wheel
  • Some sections turn off erroneously sending Tilo to fall through the world
  • Silas disappears when Tilo walks to the end of the cannons
  • The guard from the war room can sometimes disappear when Tilo hides in a barrel at the top of the tower
  • The main menu reappears unexpectedly just after saving your game
  • The aiming reticle is not precise enough (see update on site)
  • Tilo can become manoeuvrable although the inventory is open (after the basket elevator reaches its destination)
  • The counterweight of the basket elevator has no collider
  • Colliders of knocked-out guards can sometimes block Tilo
  • Broken animation on metal gates’ lock mesh



Changed/Improved:


  • New cobblestones assets
  • Counter for knocked-out rats is now an hourglass (this will be improved later)
  • Improved heat distortion effect on braziers
  • Reinstated fog effect during the day
  • Tilo’s footstep sounds are reduced when he’s sneaking
  • Opening a sliding door now creates an auditive distractions that can attract guards
  • Hornets attack lasts longer now
  • Implemented new aiming system (can be toggled in the gameplay options menu)
  • Falling items that are quest-critical (keys, crimson mushrooms, etc...) can no longer become inaccessible due to wonky physics
  • Tilo no longer gets knocked out when hit by a rat
  • Grabbing mechanics for the guards is out (caused too many issues and wasn’t fun after a while)
  • Added a single guard (for now) patrolling the far tower (forest area)
  • A lot of spots in the world now have magnet aim applied to them (see update)
  • New rock assets
  • Throwing accuracy has been much improved!
  • Radius of auditive distractions (sticks and bottles) is now wider

GoaT Dev Update - Interviews en francais

Hey guys, there's a small Ghost of a Tale update on the site: http://www.ghostofatale.com/interviews-en-francais

It's an especially interesting one if you speak French... ;)



A thing to note is yet another update is on its way which will talk about recent development progress and will feature screenshots of a brand new location in the game... :)

GoaT Dev Update - Rocks and Water!

Hi guys, there's a brand new Ghost of a Tale update on the site!



http://www.ghostofatale.com/rocks-and-water

It talks about rocks! Water! With pictures! Videos! Check it out! :)

Seith

Hotfix 7 for GDC build

The latest GDC build patch is here! Say hi to version 3.60... :)


Fixed:


  • Tilo and the rats can’t go down stairs to flooded cell
  • Rats cannot follow Tilo inside the room in the gatehouse atop the wall separating the courtyards
  • The camera is going through some thin piece of geometry as the door to Kerold's cell opens
  • During the daytime, on loading a save made during nighttime, the scene remains daytime for a few seconds
  • Rare bug after reloading where Rats’ halberds spew sparks as if they’re hitting something
  • Tilo dying doesn’t interrupt his hiding in a chest
  • The rat patrolling the rampart is not visible through the window in the small tower above
  • More geometry holes!
  • Loading an autosave sometimes loads the wrong save (in a specific series of save/load manipulations)
  • Basket elevator rope goes through the ground after loading a save where the basket is down
  • Section visibility issue when Tilo climbs on the roof to the gatehouse

Hotfix 6 for GDC build

Did I say the previous hotfix was the last one for GDC?! You must have misread me... ;). Here's version 3.58.

Thanks again for all your help, guys!

Fixed:


  • Rats can't open/cross doors anymore!
  • Cannot knock down the key to Silas’ footlocker by throwing something at it
  • Tilo can release buckets in the air (floating buckets)
  • Lots of little geometry holes!
  • One of the garden walls is missing its collider
  • “Test Quest” appearing under markers on the map (the fix will likely mess with existing rose icons, sorry about that)
  • Can’t pick up grain bag behind Faustus (moved the bags around)
  • Pumpkin hat in garden is physicalized
  • NPC name labels still appear when Tilo is chased by a guard
  • Sewer elevator lever label says “door lever”
  • Ambient lighting gets lighter at night when going through passage between the courtyards (and in other places)
  • When a tutorial is up it’s not possible to interact with the main menu anymore
  • Accessing main menu and closing it when a tutorial prompt is up unpauses the game
  • The main menu sometimes pops up after the very first autosave
  • Renown points appear over the books UI
  • NPCs have lost their speech bubble icons!
  • If Tilo is knocked down, opening and closing the inventory grants control again
  • Falling through far wall in sewers under Kerold’s cell