Gloomwood cover
Gloomwood screenshot
Genre: Shooter, Adventure, Indie

Gloomwood

The Cartographer's Update

Back from Hightown already, Doctors?

[p][/p]

Well good... there's a new store in the market district you may want to see!

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/f9ca66d38e529be0e6bc788c2325bc52761ed9ab.png"][/p][p][/p]

Take the new portal from Hightown back to the Market district.

[p][img src="https://clan.akamai.steamstatic.com/images/37871809/222d60b665b0dcd9bd225acc4b4ffbbd2fc03657.png"][/p]

And head on over to The Prime Meridian.

[p][img src="https://clan.akamai.steamstatic.com/images/37871809/022262f53628302eac09c9ec73d2ad6b49c3aa04.jpg"] [/p]

You can pick up some new maps while you're in there...

[p][img src="https://clan.akamai.steamstatic.com/images/37871809/2ba37b1fe209ab4c9044911b541f67b94b5313c4.jpg"][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/4346e0b4ffc1ee745641c05af646290dd179c73e.jpg"][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/54791b4bd1752b242eed668a9dabfcf6dbfaac8f.jpg"][TAG-50][/p][p]But what's that? You couldn't even get to Hightown because you never got the seal from the Hive? [/p][p][/p][p]Focus, Doctor! We've now made it impossible for you to miss.[/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/dc159d9d76005648b0eee4c7d556a3ff078f8a37.jpg"][/p][p]And I'm willing to bet the same people who missed the seal also missed the fact that you can quicksave![/p][p][/p][p]Well now you can choose to enable quicksaves when you start a new game, you don't even have to go into the options menu. How about that.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/3ce997d7e5e05c9c068a61aa5d250e69962b6023.jpg"][TAG-80][/p][p]For those of you who have been to Hightown, we heard you didn't think the Constables posed enough of a threat?! [/p][p][/p][p]Well now they've been, how should I say, BUFFED. Good luck with that, Doctors.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/2209edc798c833488d47ae6f92711f9cf89234e5.png"][/p][p]You can also now spawn them from the developer console. [/p][p][/p][p]Wonder how many Constables it takes to kill 10 Goatmen. [/p][p][/p][p]Only one way to find out...[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/1cc3997f47afb0bb5b3dc0837061c305cf3eb79a.png"][/p][p]Gloomwood and The Stealth Trilogy will be on sale all next week as part of the New Blood Anniversary sale so head on over if for some reason you don't own all our other games already![/p][p][/p][p]And to celebrate we've even got some brand new Gloom Merch, Doctors! [/p][p][/p][p]Scarves? Lamps? Desk mats? Art prints? You're always asking for more things to buy in the shop, eheheh[/p][p][/p][p][img src="https://media4.giphy.com/media/v1.Y2lkPTc5MGI3NjExbTVhOGVncGdmaDU4cHJzb2dremxiYmhwc3hreTZwcTVxbW9ibDI0dSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/bpeXeL06eJLrh80Zp4/giphy.gif"][/p][p][/p][p]TL:DR[/p]
  • [p]New mirror dimension connection to Hightown[/p]
  • [p]New map shop in the market district[/p]
  • [p]New maps of the Market and Plaza[/p]
  • [p]Constables buffed[/p]
  • [p]Constables now spawnable[/p]
  • [p]Improved throwing[/p]
  • [p]Enable quicksaves button added for New Game[/p]
  • [p]Hive seal is now unmissable (Focus, M!)[/p]
  • [p]Game's on sale for New Blood Anniversary![/p]
  • [p]Cool new merch![/p]
  • [p]Controller support update Next![/p]
  • [p]Bank is being worked on![/p]
[p][/p][p][dynamiclink href="https://store.steampowered.com/app/1150760/Gloomwood/"][TAG-208][/p][p]Full patch notes:[/p][p]Update v0.1.312[/p][p][/p][p]General[/p]
  • [p]Added window for selecting 'Allow Quicksaves' when starting a new game[/p]
  • [p]Improved tracking of throwable weapons/projectiles to avoid unintended close-range obstacle collisions[/p]
  • [p]Reduced enemy lifetime of burn duration and chance to spread fire to other enemies by contact[/p]
  • [p]Removed spoiler flag from all current Constable variants[/p]
  • [p]Item Cogwheel changed to a 2x2 inventory item and increased inventory model size[/p]
  • [p]Item Golden Egg can now be consumed for a full heal[/p]
  • [p]Reduced item Lion Canopic Jar sell price to match other canopic jar prices[/p]
  • [p]Reduced sell price for item Wax Cylinder to 25 coins[/p]
  • [p]Added Bonesaw to shop inventory if not picked up after the Underport Hive[/p]
  • [p]Added developer console commands 'Quicksave' and 'Quickload'[/p]
[p]Research [/p]
  • [p]Analyzing a body part no longer dissolves it, allowing it to be used during serum concoction[/p]
  • [p]Added text in Huntsman research that the headshot damage bonus is also applicable to constables[/p]
  • [p]Added warning message log if failed to distill a serum (missing body part, missing substance, table not ready, ect.)[/p]
[p]Mirror Realm[/p]
  • [p]Added Hightown island and mirror connection[/p]
  • [p]Added new obelisk model[/p]
  • [p]Added some additional shortcut scaffolding for easier navigation[/p]
[p]Market[/p]
  • [p]Added 'The Prime Meridian' cartography shop[/p]
  • [p]Added 'Market District' and 'Market Plaza' map to cartography shop[/p]
  • [p]Added back shortcut to 'Dr. Thatherson's Elixers and Tinctures' shop[/p]
  • [p]Changed vent access between 'The Prime Meridian' and 'Dr. Thatherson's'[/p]
  • [p]Detailed and polished some the canal tunnels and gateways around the fish market[/p]
  • [p]Fixed Oldetown gate hole collision (rip all the brave Doctors who succumbed there)[/p]
  • [p]Fixed some geometry holes around the Hightown stairwell[/p]
  • [p]Fixed batbarber themed music not triggering if Doctor entered the east area via non-traditional means[/p]
[p]Hightown[/p]
  • [p]Added mirror realm connection in new vanity room of Wrenbrook Manor[/p]
  • [p]Front door of Wrenbrook manor is now locked from the inside[/p]
  • [p]Added note near Auldmore Chapel warning about the constable snipers[/p]
  • [p]Added note in Tram Station about repairing the gear[/p]
  • [p]Added broken gear to Tram Station maintenance area[/p]
  • [p]Added some stanchion poles to Tram Station ticket booth[/p]
  • [p]Added a pipe and ladder to maintenance area of Tram Station for preventing softlocks[/p]
  • [p]Added a spark effect to lever if attempting to use Tram before gear is fixed[/p]
  • [p]Added some detailing/trim to back entrance of Montgomery's manor[/p]
  • [p]Added additional detail to Auldmore Chapel exterior and area[/p]
  • [p]Opened up access to the Auldmore Chapel belltower[/p]
  • [p]Made it more challenging to skip some areas via mantling[/p]
  • [p]Added some additional leaf piles[/p]
  • [p]Tweaked the location of some ammo and treasure pickups[/p]
  • [p]Fixed lightmap issues with some of the secret doorways[/p]
  • [p]Fixed some geometry holes / terrain issues[/p]
  • [p]Added some area portal optimizations[/p]
  • [p]Fixed issue with Tram Announcer Watchdog subtitles[/p]
[p]Underport (Hive)[/p]
  • [p]Additional detail and lighting in seal room[/p]
  • [p]Added a magic barrier in the seal room that blocks the Doctor's way until the seal is picked up[/p]
[p]Constables[/p]
  • [p]Improved speed and forward momentum of baton and stun baton constables[/p]
  • [p]Improved close range hit tracking for baton, stun baton and saber constables[/p]
  • [p]Increased the audible range of the sneak attack death squeal[/p]
  • [p]Saber constables can no longer block Goatman and Doctor Goatman form attacks[/p]
  • [p]Sniper constables will no longer fire a shot if the target becomes low visible (via darkness or choke cloud)[/p]
  • [p]Reduced the damage of the constable sniper shot towards the Doctor[/p]
  • [p]Slightly reduced the downward Y-angle of the constable sniper shots[/p]
  • [p]Constable hat now counts as part of the headshot hitbox[/p]
  • [p]Added new stone/dirt/carpet/tile footstep sounds[/p]
[p]Watchdogs[/p]
  • [p]Gears are now protected from standard melee damage (Goatman form melee will still damage them)[/p]
  • [p]Increased the hitbox of the gears to make it easier to damage them with projectiles/explosives[/p]
[p]Harpoon Gun[/p]
  • [p]Harpoon projectiles are now affected by gravity after a certain distance[/p]
[p]Bug Fixes[/p]
  • [p]Fixed Baton Bolts for the Flaregun not always working correctly on small levers/buttons[/p]
  • [p]Fixed viewmodel clipping issues between Canesword/Bonesaw and offhands[/p]
  • [p]Fixed the handlantern light incorrectly rendering the shadow caster for some bush/bramble types[/p]
  • [p]Fixed issues with dynamic Harpoon rope attachment/parenting not working correctly[/p]
  • [p]Fixed animation issue with Revolver Carbine cylinder turn[/p]
  • [p]Fixed issues with Kerosene Bomb fire collision not working after dropping or being moved[/p]
  • [p]\[Fixed Horn of Ulmar not loading as the correct Horn item[/p]
  • [p]Fixed some situations where the inventory upgrade would appear in shop even if already purchased[/p]
  • [p]Fixed issue where incorrect warning message was used when attempting to save with inventory open [/p]
  • [p]Fixed dead crow corpses turning into dead rat corpses when placed into inventory[/p]
  • [p]Fixed issue where mantling out of sound traps (broken glass, ect.) wouldn't correctly exit the trap condition[/p]
  • [p]Fixed issue where mantling off ladders would prevent gravity being restored[/p]
  • [p]Fixed Watchdogs not reacting to the Doctor when transformed into Goatman or Huntsman form[/p]
  • [p]Fixed some situations where Watchdog eye color would not match their alert state[/p]
  • [p]Fixed issue where AI sensory delay was longer than intended during certain suspicious events[/p]
  • [p]Fixed issue where Huntsmen would aggressively search some inappropriate situations[/p]
  • [p]Improved far away AI task handling to prevent situations where they would walk in place[/p]
  • [p]Fixed enemy animation freezing and T-posing when interrupting some flinch and status effect animations[/p]
  • [p]Fixed enemies not reacting to damage while blinded[/p]
  • [p]Fixed ash piles not appearing correctly after an entity is destroyed by fire[/p]
  • [p]Fixed music not correctly resuming when exiting the Lighthouse area[/p]
  • [p]Fixed some metal sliding gates not correctly updating their navmesh during opening/closing motion[/p]
  • [p]Fixed issue with some fire types (brazier) being the incorrect size [/p]
  • [p]Fixed burning carriage chaos green fire being more blue than intended[/p]
  • [p]Fixed issue with cranks and chains not playing their correct noises when in motion or displaying their correct state[/p]
  • [p]Fixed issue where objective complete sound would play when loading a save[/p]
  • [p]Fixed fog alpha mask being broken in some areas[/p]
  • [p]Fixed seasonal music playing when seasonal content was inactive[/p]

The Hightown Update

Sorry this took a little longer than expected, Doctor:

[p][/p][p][dynamiclink href="https://youtu.be/5-619fTNEDQ"][/p]

We wanted to get some cool new toys in for ya.

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/ab23407bfc3c8230ba04dc7f23174f6770b92de6.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/f150918a657cbe3558ff12a772d7a0017eb0deeb.png"][/p]

Good luck, Doctor!

[p][/p]

Gloomwood Merch sale!

[p][img src="https://clan.akamai.steamstatic.com/images/37871809/e15bae465022ce918c9687ab03a394fa80786407.png"][/p]

New Blood Holiday Giveaway!

[p][img src="https://clan.akamai.steamstatic.com/images/37871809/940037eeaa0710c617eb151f2fd9c084dc5a2374.png"][TAG-60][/p]

New bundles including System Shock 2!

[p][/p][p][dynamiclink href="https://store.steampowered.com/bundle/65822/GloomShock/"][dynamiclink href="https://store.steampowered.com/app/1150760/Gloomwood/"][dynamiclink href="https://store.steampowered.com/bundle/47671/The_New_Blood_Stealth_Trilogy/"][/p]

Happy Gloom Year!

Prepare for Hightown

Hello again, Doctors. Not much longer to wait now...

[p][img src="https://clan.akamai.steamstatic.com/images/37871809/5aca9a900eef77a30ff7339b6b7ee099c0db22ec.png"][/p]

Will Hightown be opened for the Steam Winter sale? Yes.

[p][/p]

Will Gloomwood be on sale for the Steam Winter Sale? Yes.

[p][/p]

Are you prepared for the largest, most vertical open area we've added to the game and the most sophisticated, lethal and complex enemy force we've added to the game, yet...?

[p][/p]

Probably not.

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/a9579bb0dbc5ffa95c6fd0405dd1ddb82a012ba5.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/5c0de152102659ee67edceddfc9b7305b5fe0d30.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/79362aad3416422f6cc2493eca48065a430d4efa.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/294d3650baa08bba31c811572da51523f1d1c48a.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/df7519317e1463ebd417a9a750076d7b929d322c.png"][TAG-50][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/3b9d2f2b1c0df4e6368608329645bceccf567cfc.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/7b907d95eab560230613ef87e689ab048eada9bf.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/25bb1e12ac60d8a41703f3f0ebe2fd2699149bf9.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/d1e67d3cba3f02466f02cfc33b9d6d57fe6510f7.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/bb7f339e29ef0cbe2a2ffe894542a0f6a7f121ae.png"][TAG-70][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/36687db3b2683cc7244c216f34ae51f456291584.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/7d6e0b5cc170bc1a8dd38cacdf8f5dfddbeeef4d.jpg"][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/ed9762cde0905fdc34e595902da36aa0e0aa84d2.png"][/p]

But then again, neither were the Huntsmen...

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/7f9b3df93c62792cbc3b66ffb729221ff0923bff.png"][TAG-90][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/d81c993a119a0273e8cdca2b14b9f1b9ee06bf88.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/c8f10f87eebe30c49f54cae5483413c4de93f945.png"][/p][p][dynamiclink href="https://store.steampowered.com/app/1150760/Gloomwood/"][TAG-102][/p]

A Tasty Little Update

A bit of housekeeping for you, Doctors.



This here is essentially everything that needed fixing, changing or improving since The Research Update: Part 2. Have a gander...


General

  • Improved chain exploding for multiple barrels/objects with the 'combustible' tag
  • Added a giblet spawn check system to help prevent corpse giblets from spawning outside the game world
  • Huntsman Beastform Detect Life effect now fades away when using the inventory or journal
  • Adjusted sell pricing for serums to better match the per dose value
  • Added falling death and impact sounds for Goatman
  • Improved force direction for Goatman slash attacks
  • Goatman horns are now usable in Goatman serums
  • Adjusted colors and brightness normal and Blood Moon weather settings to maintain the appearance of night
  • Added captions for Beastform Huntsman mutterings
  • Added Detect Life effect to Edward and Oliver
  • Removed Detect Life effect from Grezzo
  • Added note that Huntsman Beastform can use the Doctor's arsenal in journal
  • Added a weather quality setting to 'Video' settings


  • Improved entity collision and surface detection of projectiles
  • Various minor improvements to memory and performance handling
  • Console Command 'Beastform [form]' can now be used without a duration parameter for permanent beastform
  • Console Command 'Beastform [form] 0' can be used to cancel beastform
  • Console Command 'Set Inventory Size (x,y)' will now work with inventory upgrades (the largest values will be used)
  • Console Command 'Infinite Ammo [value]' now works correctly after enabling 'Cheats 1'

Beastform Disguise System

  • Huntsmen will now verbally acknowledge the Doctor while in Huntsman Form


  • Huntsmen now have lines to inform each other when they've discovered the Doctor's true identity while in Huntsman Form
  • AI will now become hostile if they witness Beastform Doctor attack an ally or create combat sounds unless already in combat
  • Tweaks to AI target sorting to allow more situations where Beastform Doctor can join allied enemies in fighting other enemies

Bear Traps

  • Small and medium physics objects, like food, can now be placed onto the trap as bait while in carry mode


  • Traps now become consumed after 2 uses on standard enemies and 1 use on large enemies
  • Traps now visually attach to leg of target creature when triggered


  • Fixed issue where ballistic projectiles would not trigger the bear trap
  • Added break sound when trap becomes used up
  • Broken trap debris now fades away after a time
  • Improved save state loading and handling

Coast Fishery

  • Fixed Goatman sometimes becoming permanently lit on fire from the attacking Huntsmen
  • Increased Goatman's burn duration and vulnerability to that of its Tavern counterpart
  • Increased Goatman defense multiplier against AI targets
  • Fixed issue where the ambient Goatman sounds and music would persist after its death
  • Standard Fishery music now resumes when returning to the Fishery after the Goatman encounter
  • Fixed issue where Goatman could get stuck pathing the accounting office
  • Fixed issue where safe 451 code dealt more player damage than intended

City Underport

  • The power switch for the Hive now defaults to 'Powered'
  • Fixed issue where the power generator states would not save or load correctly
  • Fixed Hive music not playing when entering via the Pump Station turbine route

Bug Fixes

  • Fixed 'Brain Sample' research jar having incorrect entity ids
  • Fixed some fire sources not being affected by the 'choke' tag (from Choke Bomb and Choke Bolts)
  • Fixed some projectiles not always delivering their stim tag effects
  • Fixed issue where projectiles could sometimes richochet off AI contact hitboxes
  • Fixed AI entities not always flinching when attacked while unaware
  • Fixed captioning source for AI after they were gibbed
  • Fixed some instances where AI could not hit each other while in close proximity
  • Fixed save/load issue with patrolling or leashing AI not always returning to their last task
  • Fixed Crowman and Crowking vomit attack dealing more damage than intended
  • Fixed Huntsman hats converting into the wrong item type
  • Fixed texture skin issues with Beastform viewmodels
  • Fixed Beastform sounds and properties not properly loading between saves and area transitions
  • Fixed Crowman Beastform lifesteal effect applying to some entities without the 'meat' tag
  • Fixed issue with swapping multiple items between melee slots
  • Fixed picking up the Handlantern sometimes holstering the active weapon
  • Fixed Bonesaw not correctly negating incoming damage when guarding
  • Fixed Harpoons igniting entities with the 'combustible' tag
  • Fixed Harpoons sometimes not spawning the pickup variant when hitting a valid surface type
  • Fixed Harpoongun clipping in the inventory
  • Fixed issue where jumping off a slope would cause the player to inherit slide velocity
  • Fixed jump height modifier not working correctly when sliding
  • Fixed shop items sometimes disappearing when loading a save
  • Fixed being able to pickup and select non-slotted weapons without having the luggage case
  • Fixed being able to pick up items through the drawer of a dresser object type
  • Fixed oxygen values not loading correctly on area transition
  • Fixed issue when loading the offhand handlantern in some rare situations
  • Fixed player being able to physically push around AI or NPCs
  • Fixed some incorrect room portal values causing sound propagation issues
  • Fixed some roof windows not correctly allowing AI entities to fall to their death when shattered
  • Fixed scorch decals not correctly showing up after explosions
  • Fixed some Crowman giblet pieces having the wrong physics collision layer
  • Fixed issue where damaged door collision would prevent projectiles through gaps
  • AI thrown axes and hatchets should now correctly penetrate through windows
  • Fixed weather types not correctly showing up in the Coastal Cave area

Now that all that's out of the way - we can focus exclusively on the Hightowne district.

Here's your first look...








The Constables await.




SOON™

https://store.steampowered.com/app/1150760/Gloomwood/

The Research Update

Well would you look at that Doctor!

Two Gloomwood updates in two months?

I'd say you're on a roll!

[p][/p][p][/p][p]During the last update we introduced research! [/p][p][/p][p]And gave the good doctor the ability to delve into the darkness a bit...[/p][p][/p][p][dynamiclink href="https://store.steampowered.com/news/app/1150760/view/497192590186120285"][TAG-30][/p][p]After slicing and dicing up monster bodies and combining them with jars of god knows what from around the city, the doctor gained all new abilities from the Crowmen, Goatmen and Bat Barbers.[/p][p][/p][p]Well now, due to popular demand - you can inject multiple doses of certain serums like the Bat Barber![/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/f42cf183774fe3d98e20e801fdac4777ca5e64ae.png"][/p][p]We've also made the labels easier to read on the monster parts you'll need to gather![/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/c03921cb4381695569885712eca22172062356c7.png"][/p][p]But more importantly, research will now become available when you first reach the lighthouse, and we've added the ability to research the most common enemy in the game... [/p][p][/p]

The Huntsmen.

[p][img src="https://clan.akamai.steamstatic.com/images/37871809/2818ef62c12c8584adbceb2beafe8afe7284debd.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/988ea33d29873ec63b9387562b5db0b197874d4b.png"]They'll never suspect a thing...[/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/09acb7869cbd8bf1220127e47ce59325f74d9c72.png"][TAG-90]Surely you've played Oblivion, doctor...[/p][p][/p][p]This serum will allow you to detect life through the world, anywhere you can see, as well as blend in with the other Huntsmen, as if you were one of the boys.[/p][p][/p]

But that's not all!

[p][img src="https://clan.akamai.steamstatic.com/images/37871809/329878f5e29aca8e0c98eb7388730b0f57bf3852.png"][TAG-110][/p][p]Research now also grants PASSIVE BONUSES. (that you keep forever)[/p][p][/p][p]We think you'll especially like the Huntsmen passive ability...[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/dc9374a49f6a8f829ef7932df182fdf8d088d29d.png"]But you'll have to research it :)[/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/b63be70fd308b9ffecb29b9c77223056808c2fd6.png"][/p][p]There's even new ammo just for you types who like to make things go sploosh:[/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/d60769a318cd37c8d8681689bb0de59398ee6bbb.png"][img src="https://clan.akamai.steamstatic.com/images/37871809/54aff7f1986977234875139f61878abbec850e87.png"][/p][p]In addition to this:[/p]
  • [p]Crowman research will now give you a permanent holstered speed boost[/p]
  • [p]Bat Barber research will give you a permanent jump height boost[/p]
  • [p]Goatman research will give you a permanent damage reduction[/p]
[p][/p]

And don't forget that Goatman serum... you're going to want it...

[p][img src="https://clan.akamai.steamstatic.com/images/37871809/d58178252d42b692a0c9736af77c8899dc83eeba.png"][/p][p]That's right... the world of Gloomwood will now change as the story progresses![/p][p][/p][p]When revisiting old areas after reaching certain story points you may find things have indeed changed.[/p][p][/p][p]Even the weather! (and music) [/p][p][/p][p]There may be a Goatman stomping around The Fishery ^^[/p][p][/p][p]Or you could see Bat Barbers lurking high within The Caves...[/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/79dd931227100dc0c2c8ec20df1c1aefe1bbcc95.png"][/p][p]Or you may head back to The Tavern only to find that the Huntsmen are now merrily drinking the night away... since the Goatman is no longer a threat to them...[/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/c2d7eb51bf79d54e01bcf82a9f7054e72818fa00.png"][TAG-220][/p][p]Don't worry, these new encounters will only appear once and enemies will not "respawn" so if you're the kind of player who wants to KILL EVERYTHING in the game - you can still do that.[/p][p][/p][p]And if you're the kind of player who wants to GHOST EVERYTHING in the game - you can still do that.[/p][p][/p][p]This is Gloomwood, after all.[/p][p][img src="https://clan.akamai.steamstatic.com/images/37871809/f76e68bc04ea75d4cf0495eedc0e975d329f24a9.png"][/p][p]After this we're putting research on hold for a bit as we bake Part 3 into our next content update. [/p][p][/p][p]Load up on rope and lace up your climbing shoes, we're heading to the rooftops of Hightowne next.[/p][p][/p][p][dynamiclink href="https://store.steampowered.com/app/1150760/Gloomwood/"][dynamiclink href="https://store.steampowered.com/bundle/47671/The_New_Blood_Stealth_Trilogy/"][/p][p]TLDR:[/p]
  • [p]Research is now available sooner[/p]
  • [p]Huntsman research added (detect life ability)[/p]
  • [p]Multiple dose serums added[/p]
  • [p]Journal improvements[/p]
  • [p]Passive research bonuses added (even headshots!)[/p]
  • [p]New labels for monster part jars[/p]
  • [p]New ammo type added[/p]
  • [p]New voice lines added[/p]
  • [p]New encounters, music and weather (when you return to old areas)[/p]
  • [p]You can now turn the power off to the Hive (it spooky)[/p]

Patch v0.1.306

General

  • Improved cache handling of shader variants to reduce shader compilation stuttering
  • Improved memory handling causing performance and stuttering issues over longer play sessions
  • Creatures will now attack the Doctor if repeatedly attacked even while in an allied Beastform
  • Creatures will now attack each other after repeatedly receiving friendly fire by other allies
  • Replaced static medicine and alcohol bottles throughout the game world with interactive pickups
  • Improved the visual FX of claw and blade trails for most creature attacks
  • Added bundle variants for flaregun bolts and harpoons


Doctor

  • Added Beastform Doctor corpse carry viewmodels
  • Added Beastform Doctor swim animations
  • Fixed shortcut slots not being cleared correctly and causing slotted weapons to change
  • Fixed Canesword and Bonesaw guarding not always blocking attacks from very close enemies
  • Fixed Bonesaw guarding not always playing the guard fx
  • Fixed Bonesaw draw not being correctly flagged as a one-handed action
  • Fixed fall damage not being correctly calculated while in a non-Batbeast form
  • Fixed issue where repeatedly mantling/jumping in Batbeast Form could prevent attacking
  • Fixed Crowman Beastform light gem not reading lighting data correctly
  • Fixed Goatman Beastform getting stuck when exiting transformation while in a low ceiling area
  • Fixed force physics when gibbing enemies while in Beastform
  • Fixed weapon redraw not working when exiting Beastform in some scenarios
  • Fixed some viewmodel lighting having incorrect light anchors
  • Fixed handlantern viewmodel not having a correct animated motion configuration
  • Fixed issue where Journal rendering when multiple inputs were pressed


Coast Fishery

  • Increased the size of the cabin chimney
  • Added handles to many of the interactive slanted window types
  • Locked off the vent room beneath the cargo room... for now


Coast Caves

  • Fixed wooden barricade being breakable by the Canesword and Bonesaw


Coast Cliffside

  • Increased the size of the Lighthouse chimney
  • Fixed 'Research Diagram' not correctly spawning when the laboratory opens
  • Fixed laboratory bookshelf not correctly flagged as platform for its books
  • Fixed roombrush in laboratory causing some dropped items to be silent


Coast Tavern

  • Huntsman corpses can now be carried or gibbed for body parts
  • Fixed Goatman being able to jump through the attic door and elevator shaft if blocked


City Market

  • The chimney in the first Manor now connects properly to the outside
  • Added handles to skylights to the blood altar room
  • Improved texturing in the blood altar room
  • Crucified Goatman will now spawn correctly on load and can be gibbed for body parts
  • Fixed incorrect localization id for Market Waterfowl Tavern key
  • Fixed elevator to the Emerald Terrace sometimes instantly moving back to its initial position


City Market Shop

  • Fixed issue where using primary fire could trigger the buy action in the shop
  • Fixed some items would not correctly print out on the Merchant's shop receipt


City Underport

  • Fixed blood rain not correctly triggering on Blood Moon
  • Improved performance of rain in some scenarios
  • Added weather exclusion zones to some areas that should be blocking rain
  • Fixed issue where mantling out of the electrified water at Lampfire Power Station would not clear the damage trigger


City Underport Hive

  • Fixed Countess dialogue focus volume not being reset if player skips the Seal
  • Fixed some lightmap issues in the exit saferoom


Bug Fixes

  • Fixed New Game and Load Game not working correctly if a incomplete save is found in the save folder
  • Fixed issue where flaregun projectiles would incorrectly bounce off surfaces or not affect targets
  • Fixed projectile force not always pushing targets in the correct direction
  • Fixed windows blocking projectiles even after being destroyed
  • Fixed an issue where AI could path through a closed door if near a steep incline
  • Fixed issue where Fishdogs and Rats could not hear player footsteps while sleeping
  • Fixed Crowbeasts not being immune to acid damage (like from exploding eggs)
  • Fixed metal doors and pickups not being marked as indestructible
  • Fixed wooden planks not playing destruction fx
  • Fixed issue where door crushers could damage entities that aren't the active blocker
  • Fixed issue where traps could make non-flesh physics objects bleed
  • Fixed flaregun light beam not correctly disabling when loading or transition levels while holstered
  • Fixed issue where AreaPortals wouldn't correctly render the fog plane
  • Fixed issue where air bubbles would not appear underwater in some bodies of water
  • Fixed issue where sliding on a steep slope wouldn't limit contact momentum
  • Prevent climbables from being grabbed while in Noclip mode

Patch v0.1.305.02 (Hotfix #1)

Patch v0.1.305.02


Bug Fixes

  • Fixed an issue where some old saves would not load area transitions with out of date data
  • Fixed some pickups not setting the correct loaded quantity
  • Fixed metal crates not being destroyed by door crush triggers
  • Fixed armor huntsmen missing some innate physical resistance

Patch v0.1.304.28 (The Research Update Pt. 1)

Patch v0.1.304.28


General

  • Research system has been added! Enter the mirror realm and take the passage to the lighthouse laboratory to start concocting
  • A dark presence grows inside the Doctor, and it yearns to claw free
  • The journal has received a rework, now having diegetic hand animations and new art and quality-of-life adjustments for each section
  • The tabs for the journal can now be selected with the 1-6 Weapon Select keys
  • The area selector for the 'Files' section of the journal can be rotated with the 'Lean Left' and 'Lean Right' keys
  • The journal health and mind meters will now show 'Excellent' when the player is at max value
  • The Bonesaw melee weapon has been added, a new melee weapon with heavy damage and the ability to cut up corpses, but lacks the canesword's sneak damage bonus
  • Enemies now stagger based on an internal poise system instead by random chance. Faster weapon attacks (like canesword swipes) should now consistently
    trigger enemies to stagger when used in rapid succession
  • Improved entity defense and damage handling to ensure better consistency
  • The Flashbomb stun time has been increased to 8 seconds (from 6)
  • Improved the throw animation of the Chokebomb and Flashbomb to sync up with the input
  • Reworked the art of the default syringe
  • All enemies now have pickup and item giblet types
  • Improved hit detection of player melee weapons and attacks
  • Improved handling of canesword and bonesaw chained attacks
  • Improved swimming and water transitions
  • The action log will now inform which item was dropped if not enough space was found
  • Increased ambient brightness on some key types
  • Improved Goatman walk animation
  • Improved effect textures for some melee trails
  • Added a sound cue that plays when entering a new district for the first time
  • General performance and art improvements


Coast Fishery

  • Added an ingredient stockpile to the Fishery main building


Coast Cliffside

  • Fixed issue where the waterfalls could clip the player into the cliff wall


Coast Cliffside

  • The Doctor's Laboratory will now become accessible after visiting the Mirror Realm


City Market

  • An ingredient stockpile has been added to Dr. Thatherson's Apothecary
  • The Drunken Waterfowl tavern has been opened
  • The crucified Goatman can now be gibbed


City Market Shop

  • The 7x5 Inventory Upgrade is now available upon arriving at the Merchant's Shop


City Underport

  • An ingredient stockpile has been added to Van Der Meer's warehouse
  • Fixed an issue where the electrified water in the Power Station would not correctly electrocute enemies
  • Improved AI pathing to allow non-leaping enemies to reach the basement level of the Power Station
  • Fixed Gate 3 not correctly getting jammed visually when activating it from the Control Room


City Underport Hive

  • A new secret exit has been added
  • The sideroute from the archeology digsite now has a deployed rope to aid players who skipped the harpoon gun
  • Fixed issue where corpses would not always break falling damage


Dimension Mirror

  • Fixed incorrect baked directional lighting
  • Fixed issue where the player could get stuck in the falling teleport plane


Bug Fixes

  • Fixed issue where crowking corpses would spawn crowmen giblets
  • Fixed issue where carried burning objects would incorrectly clear its instigator
  • Fixed issue where rats could get stuck in bidirectional rat holes
  • Fixed issue where thrown projectiles would sometimes not be parried or deflected correctly
  • Fixed an issue where huntsmen rifles would not sometimes have a pickup round in them
  • Fixed issue where AI footsteps would not register sound traps (like shattered glass piles) correctly
  • Fixed issue where the Gold Crank from Van Der Meer could not be carried without an inventory
  • Fixed issue where the shortcut elevator gate in the Underport canal would not open
  • Fixed issue where the Goatman would not receive crushing damage from elevators
  • Fixed issue where crosshair would incorrectly reset when drawing and undrawing a main hand weapon while the handlantern was raised
  • Fixed various chest opening clipping issues
  • Fixed some lamps not having a light flare

The Research Update

Doctor! The old laboratory at the lighthouse is up and running again.

Time to get to work...




Aye, Gloomwood research is finally here, and with it this accursed town will be changed forever... but so will YOU!

Collect body parts of the foul beasts roaming the city with your new BONESAW and bring them back to the lighthouse for... research.


Once you've done the proper research you'll be able to collect ingredient jars and craft serums that will allow you to TRANSFORM into these monstrosities!


You can currently research and turn into Goatmen (to become a walking tank), Bat Barbers (to jump oh so high and fall like a feather) and Crowmen (to move with super speed)

You can also buy the first suitcase upgrade earlier now, and the second one after the Hive. (for all those body parts you'll be lugging around)


Gain their powers, use them to get the upper hand on your foes and reach areas previously inaccessible to a mere man... or even blend in with your new... friends.


And as you may have noticed, the doctor's journal has also gotten a complete overhaul for this update.


Completely diagetic, of course.


Right now research will unlock when you first get to the mirror dimension, but after the next update it will unlock a bit later as we'll be adding new enemy spawns (more to research, naturally) as well as passive bonuses, and the ability to research and turn into even more beasts both big... and small.

And since this is an immersive sim and you can play it however you want - research is, of course, completely optional.


As always, we hope you appreciate the monumental effort it takes to develop a game like Gloomwood.

There's plenty more to come... SOON™

https://store.steampowered.com/app/1150760/Gloomwood/
https://store.steampowered.com/bundle/47671/The_New_Blood_Stealth_Trilogy/

Patch v0.1.303

Merry Christmas and Happy Holidays! We have an update for all your festive needs (and bug fixes).

General

  • Winter event has been extended to January 10th
  • Added Winter attire for watchdogs, infected rats, crowmen, crowkings and crowbabies
  • Added new Winter ambience for outdoor and indoor spaces
  • Added Winter icicle props to some statues
  • Crowkings and crowbabies are no longer marked as spoiler tagged entities
  • Adjusted various sounds and the AI reaction to them
  • Added player landing sound for glass shards material
  • Slightly increased AI sight range on Full and Blood Moon
  • Slightly increased AI non-alert dark vision range
  • Adjusted several AI attack states to allow flinch/headshots to interrupt them
  • Increased brightness of iron key pickups to be more visible in the dark
  • Increased size of shader variant collection that are prewarmed on startup


Coast Fishery

  • Added some pickup bricks to Mr. Croup's office
  • Added interactive crank recepticle and gate to power generator room
  • Improved the geometry of the well cavern beneath the cabin


Coast Cliffside

  • Fixed drawbridge shortcut collider not correctly being set when raised
  • Fixed some geometry issues with the barnhouse
  • Fixed fort gate not raising to the correct height
  • Fixed issue where the padlocks controlling the door to the cannonball storage room would not respond correctly
  • Fixed some issues with the main city gate collision


Coast Tavern

  • Added some decal indicators to show the elevator needs power and some additional guiding lights


City Market

  • Added additional snowball piles to area
  • Fixed several doors not correctly applying their lock state
  • Tweak light culling distance for some lights around the barbershop


City Underport

  • Added snowball piles to area
  • Fixed exploration music not triggering when entering the area
  • Improved geometry and texturing in some areas
  • Fixed water volume in sewer that was not activating correctly
  • Added metal crates to crowmen sewer section to aid with the door timer
  • Improved navigation in power station basement to allow humanoids to enter the flooded area
  • Removed key in tram station that had no purpose


City Underport Hive

  • Fixed the shotgun pickup in the supervisor station locker disappearing on load
  • Fixed some navigation jump links not being correctly usable by crowmen
  • Added empty valve recepticle on the other side of the waste treatment gate door
  • Improved geometry and texture work of engineering area
  • Added additional signage and hints of goal around engineering area
  • Oil drums around the finale area now correctly change state on the harder difficulties
  • Sealed the area beneath the elevator platform more thoroughly for the finale sequence
  • Flagged several nearby stalagtites as non-mantle-able near the finale elevator
  • Added buttons to the top of the finale elevator to call or lower the elevator
  • Fixed incorrect sound and weather room configuration in some spots
  • Fixed some sound emitters not working correctly


Bug Fixes

  • Fixed Winter hats not correctly appearing on huntsmen, fishdogs, batbarbers and rats
  • Fixed issue where snow would appear in several indoor areas
  • Fixed issue where snowballs would not correctly apply the blind state duration
  • Fixed issue where chests would collide with world geometry and not open
  • Fixed active music not loading correctly after saving the game via the save slot menu
  • Fixed vent doors not being interactive after opening
  • Fixed AI not updating their search state to new contact detection events
  • Fixed AI not correctly applying their sense proficiency overrides
  • Fixed some instances of AI not correctly checking for door states or applying their door block status
  • Fixed issue where the canesword would not detect the correct body material of dead huntsmen props
  • Fixed crowking not fleeing when on fire
  • Fixed fire sources not correctly loading their save state
  • Fixed physics objects duplicating after parrying a throw projectile
  • Fixed several issues with chokebomb/chokebolt saving and loading
  • Fixed issue with ceiling windows not correctly updating navmesh and physics collision after being shattered
  • Flagged pickup harpoons as not mantle-able to prevent physics issues
  • Fixed some issues where pickups would have the incorrect stack size on spawn
  • Fixed various instances where ladders would have the incorrect material sounds
  • Fixed various issues when multiple valves are linked to a single sliding door
  • Fixed issues with water flow values not being applied correctly
  • Fixed issue with 'spawn item' command when spawning unloaded weapons
  • Fixed some sound portal and propagation issues