Apologies for the lack of announcements over the last few months, but we've been... rather busy.
And today we bring you a full report on progress of Gloomwood's upcoming Underport District.
The Underport will be the largest and most interconnected district you've yet to explore in Gloomwood.
Featuring not only the looping dungeon design Dillon is so fond of, but new and clever ways to approach getting both in and *out* of it.
Bigger than the market.
Spookier than the Tavern.
More verticality than the caves.
And in the depths of the Underport you'll finally find the first of the city's seals (to open the Countess' manor) and at the very bottom - A BRAND NEW WEAPON
The Harpoon Gun.
As you can see, the Harpoon Gun will allow the doctor to reach new heights before thought impossible, and approach encounters in... interesting new ways.
But that's not all.
We've also been writing and recording new VO from Terri Brosius (The Countess) and Stephan Weyte (The Merchant) to flesh out the story as it progresses...
We've added rain (with accurate indoor/outdoor soundscapes)
And... RAT AI?!
This will prove... useful.
Plus some new routes in The Caves to give the doctor even more options for how to approach his initial escape.
After The Underport releases within the next couple of months we'll be focusing on the Research Update that will allow the doctor to take body parts from enemies back to the lab at the lighthouse in order to study them and gain NEW ABILITIES.
Then we'll be building The Bank level which will introduce a new, more advanced - high security - section of the city - patrolled by The Constables, guarded by Gargoyles... and more...
We're getting into the real MEAT of the game now, doctors... come prepared.
Crouch will now release you from climbable ropes and ladders
AI Lure Behaviour has been improved to be more consistent and capture the target AI's attention more, allowing the player to more easily sneak by
Improved consistency of AI Search Behaviour contact events
Increased player exposure visibility at sprint/holstered speed
Buffet cabinet doors can now be opened
Vanity mirror desk drawers can now be opened
Merchant now sees food items as junk and will no longer buy them
Improved shader variant and process handling for GPU performance
Improved CPU handling for sound propagation, entity components, physics handling, VFX systems, fire propagation, door colliders and global illumination renderers
Improved optimization of Shadow Projectors
Improved material pass handling
Changed splatter particle for food items
AI: Rat
Added initial critter behaviours like Scent Lure, Eat and Attack
Added rat holes to allow rats to navigate around closed doors
Added rat corpse item and pickup
Improved various animations
Improved rat hitboxes and collisions
Area: Coastal Fishery
Changed Mr. Croup's initial safe dial values to prevent accidental input of easter egg code
Area: Coastal Caves
Added a new shack and scaffolding to the main elevator chamber to allow alternative routes around huntsmen
Tweaked huntsmen patrols to make them a bit more exploitable
Area: Coastal Cliffside
Tweaked the cannon instructions to make it clearer where the required items are located
Added additional AI jump spots and navigable areas
Area: City Market
Added an elevator lever to the top of the elevator shaft before the Emerald Eye
Fixed various geometry and clipping issues
Bug Fixes
Fixed an issue where AI could spot suspicious targets like corpses in the dark from afar
Fixed issue where AI to AI line-of-sight checks would not target the correct position
Fixed issue where climbables would not allow the player to correctly jump off them
Fixed exploit where weapon animations could be cancelled by opening the journal
Fixed issue where framerate would notably drop when speaking to Oliver in the Market
Fixed issue where the player could clip the crush trigger while riding the dumbwaiter in the Market
Fixed handlantern light animation not playing correctly during draw/holster/raise/lower animations
Fixed issue where Flare Gun would not stock correctly in the shop
Fixed outdated save issue where shop item text would not load correctly
Tweaked Huntsmen navigation base offset so they snap better to the ground
Fixed issue where weather effects would not play outside the Slaughtered Goat Tavern
Fixed some texture issues in the Slaughtered Goat Tavern
Fixed issue where pixel gap filler shader wouldn't work correctly
The Mirror Realm
Ah, good Doctors...
We have a surprise for you this holiday season!
You may now enter THE MIRROR REALM!
Without spoiling too much: let's just say that this realm will allow you to more easily revisit places in Gloomwood that you've been before... and may even open up some new paths!
(Yes this is how we've done fast travel in a came devoid of any sort of in-game menus, HUD or UI)
But that's not all!
We've also improved the lightmaps and various weapon/item textures in the game!
Behold that fine shotgun engraving....
We've also added many new items and treasures to the game. Including lots of new food!
(that you can now gorge upon by simply pressing right click)
And in the spirit of the season - I believe we've truly outdone ourselves with the holiday content. (optional, of course)
Falling snow! Snowballs to throw! Funny little hats for everyone you know!
EVEN KRAMPUS HAS DECIDED TO JOIN IN THE FESTIVITIES!
We've been working hard on Gloomwood since it entered into Early Access a little over a year ago, and we're glad that you seem to appreciate that hard work - as you've now rated Gloomwood as OVERWHELMINGLY POSITIVE on Steam <3
And we'll continue that hard work into 2024 as we welcome you into The Underport and beyond...
Note: Expect an increased game file size due to the new HDR lightmaps.
General
Improved the fidelity and texture work for the gloves and models of the following viewmodels: canesword, revolver, shotgun, flaregun, beartrap, flashbomb, handlantern, light gem ring, jackolantern, syringe, enemy carry models
Added inspect animation to light gem ring
The canesword can now be unsheathed and charged up with a single input hold
Lightmaps are now formatted for high definition range (HDR) and handle color/shadowing in a more gradual and smoother way
Improved shop restock and inventory handling
Added a Reset to Defaults button in the settings menu
Added Anisotropic Filtering in video settings
Improved antialiasing for point-filtered cutout surfaces
Added action log message for placing the inventory in an invalid position
Added action log message for trying to add an item to a full inventory
Tweaked sound propagation so outdoor sounds travel a bit further
Seasonal
Added outdoor falling snow and ground snowfall
Added weapon 'Snowball' which douses fire and blinds impacted enemies
Added Santa Hats to Huntsmen and Batbarbers
Added Krampus skin for the Goatman
Added Reindeer costume for the Fishdogs
Added tiny Santa Hat for Bubert the Rat
Area: Coast Fishery
The locked watchtower is now accessible with a key
The carriage basement garage is now accessible
Area: Coast Cliffside
Added new kitchen and hammock area to the lighthouse
Area: City Market
Added entrance to the future Underport district
Added Lord Kar manor entrance hall
Added some additional enemies to Lord Kar's manor
Reworked some of the structures outside the front of the barbershop
The chest reward for the hidden switch has been replaced with a new unique treasure
Stocked the kitchens and various dining rooms with new food items
Tweaked some of the ammunition and treasure balance
Made the jewlery box in the pharmacy shop openable
Improved some detailing and texture trims
Fixed dumbwaiter not dealing crush damage
Area: Market Shop
Added attic area
Area: ???
The mirror beckons you...
Bug Fixes
Wax cylinders should no longer appear in the shop on difficulties that don't require them
Fixed issue where AI would sometimes not react to suspicious objects like allied corpses
Fixed issue where AI could rotate past their IK limits
Fixed issue where AI could not break doors correctly
Fixed issue where rapidly interacting with the attached key on the Goatman's back would create a glitched duplicate
Fixed various issues with AI pathfinding not taking the correct navmesh links
Fixed market gunshop clerk room door not being properly locked
Fixed Batbarbers not facing the correct direction after a lunge attack
Fixed issue where repeatedly examining an item would gradually offset it in the examine window
Fixed several issues with fire propagation and contact fire checking
Fixed bullet trails not correctly pooling and restoring
Fixed issue where projectiles would not correctly play their loop sounds after pooling
Fixed physics issue where players would be killed while crouched while riding an elevator
Fixed various geometry and occlusion issues
Fixed various description typo issues
Fixed an async error when switching monitors in settings
Fixed an issue where empty save slots could be deleted
Fixed issue where pause menu would override input while in load game menu
Fixed null reference with model dynamic attachments
Underport Teaser
Well well well - good ol' PC Gamer voted Gloomwood as one of their top 25 most anticipated games (neat) and asked if we could show off some upcoming content for the game... SO WE HAVE.
You'll be able to delve into The Underport early next year, but we also have a sizeable Gloomwood update coming for you in DECEMBER.