Gloomwood cover
Gloomwood screenshot
Genre: Shooter, Adventure, Indie

Gloomwood

Patch v0.1.233

General


  • 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...

because We Love you and We Hate Menus <3

Happy Holidays!



https://store.steampowered.com/app/1150760/Gloomwood/
https://store.steampowered.com/bundle/37384/ULTRAWOOD/

Patch v0.1.232.16 (Christmas Update)

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

Patch v0.1.131.10

General


  • Added the ability to 'Quick Use' food items by using right click (Alternate Fire)
  • Added flashbombs to the merchant's shop inventory and changed restock logic
  • Improved AI search handling when the AI has some visibility or cannot reach the target
  • Tweaked AI senses/visibility to prevent some situations where their view angle was too large
  • Tweaked AI senses/visibility to improve some situations where they should be able to see the target
  • Improved particle effect for muzzleflashes
  • Muzzleflashes are now factored correctly into player visibility
  • Tweaked name and description for 'Undertaker' Flare Pistol
  • Improved pooling for decals, ejected casings and projectiles
  • Improved light visibility performance for blood splatter decals
  • Improved light cell volumes for each area to improve memory handling


Area: City Market


  • Tweaked soundscape propagation
  • Tweaked some door angles to avoid wall clipping
  • Added some additional pathing jump links
  • Fixed various sound propagation issues
  • Fixed various occlusion issues
  • Fixed a few paintings that were hovering off the wall


Bug Fixes


  • Fixed several issues that would cause save files to write incomplete data and fail to load or load incorrectly
  • Fixed null reference when a SaveObject was decoupled from its linked GameObject during save/load write
  • Fixed issue where incorrect prompts displayed in the Load Game Menu
  • Fixed issue where sound clips would incorrectly repeat if sound asset was set to 'RandomOrder'
  • Fixed some situations where saving while throwing a flashbomb would not save the fuse timer state
  • Fixed issue where Armored Huntsmen wouldn't apply the armor defense modifier for ballistic damage
  • Fixed issue where AI search would incorrectly handle the exit delay state
  • Fixed issue where AI would not correctly do their gib sound when gibbing
  • Fixed issue where AI reaction targets would still be valid even without an assigned instigator
  • Fixed an issue where AI could still react and shout about suspicious actions to their disembodied body even after they were dead
  • Fixed an issue where AI's task handling would freeze after a navmesh jump
  • Fixed an issue where AI would walk in place if stalk target was no longer detectable
  • Fixed issue where the draw/holstered state of the current weapon wouldn't save/load correctly
  • Fixed issue where weapon reload would cycle indefinitely if interrupted
  • Fixed issue where items could save/load into the incorrect inventory position
  • Fixed issue where muzzleflashes light sequence was timed incorrectly
  • Fixed issue where blood decals would cast shadow projections
  • Fixed subtitles not correctly displaying gib voicelines
  • Fixed initialization order issue with RoomPortal transforms
  • Fixed issue with PixelHoleFiller shader not initializing correctly in the execution order
  • Fixed issue where LightSource data would persist even when disabled
  • Fixed out-of-range index argument when too many light visibility requests were made
  • Jack-o-lantern item can now be correctly unpacked

Patch v0.1.230.05 Hotfix

General


  • Improved light source priority handling to improve general performance
  • Improved AI update priority handling


Area: City Market


  • Added occlusion culling portals to many windows/archways to improve performance
  • Added boundary clips along several outer buildings and walls to prevent out-of-bounds mantling
  • Breaking Lord Marwyn's manor study window will no longer activate the gun shop alarm
  • Tweaked some detail occlusion to prevent some window flickering


Area: Coast Cliffside


  • Tweaked occlusion culling portals to improve performance


Bug Fixes


  • Fixed an entity null reference when saving corpse attachment data
  • Fixed issue where the revolver could not be continually fired by holding down the primary fire button
  • Fixed issue where AI would target doors and objects with their throw attacks instead of meleeing them
  • Fixed issue where player would not vocalize a 'hmm' when attempting to place an item into a full inventory
  • Fixed issue where player would not vocalize a 'grunt' when attempting to place the inventory in an invalid position
  • Fixed issue where projectiles would not play audio when rented back from object pool
  • Fixed crowman beak skinning issue
  • Fixed crowman being unable to move during the tease sequence in coast_cliffside

Patch v0.1.229.22

Note: Brightness/Gamma/Contrast calculations have changed, so make sure to adjust your old configurations accordingly.

General


  • Added All Hallows' Eve jackolantern turnips to all areas
  • Added 'Subtitles' option for both Dialogue and General captions
  • Added 'Seasonal Content' toggle to set whether seasonal content is shown
  • Added color preview for highlight sliders
  • Added several pathing ledges for AI to navigate by jumping to all areas
  • AI now has a harder time chasing a player in combat if the player is in the darkest visibility
  • Player can now parry thrown projectiles like axes, hatchets and daggers with firearms
  • Increased the reaction priority of thrown bottles
  • Added huntsmen sounds for moving and jumping on surfaces like tile/metal/leaves, ect.
  • Added inventory resize console command


Weapon: Flashbomb


  • First throwable weapon type
  • Can hold to increase throw distance and cook fuse timer
  • Will blind all creatures in the visible detonation area for 7 seconds
  • Stacks up to 3 times in inventory


Weapon: Jackolantern


  • Seasonal throwable item
  • Will damage and ignite creatures and targets on a direct hit
  • Stacks up to 3 times in inventory


AI: Woodsman


  • Can now throw their axe at targets if they are attempting to escape or climb out of reach of them


Area: Coast Cliffside


  • Added scripted event where woodsmen lift the drawbridge


Area: Coast Tavern


  • Added flashbomb pickups


Area: City Market


  • Added interior areas to several manors and structures
  • Added structures to skybox around the market
  • Added new AI spawns, pickups and treasure locations
  • Added some barriers to the main street
  • Tweaked some pickup quantities
  • Improved various textures to fit the style a bit better


Bug Fixes


  • Fixed several issues with AI sense detection and hearing queue sorting
  • Fixed several issues with inventory equip and item state handling
  • Fixed issue where woodsmen would still charge at targets even when there was no valid path
  • Fixed issue where ladder climbing would continue past the length of the ladder
  • Fixed issue where merchant would not correctly lipsync his quell voicelines
  • Fixed several issues where AI animations would get stuck or incorrectly interrupted
  • Improved rendering and accuracy of projector shadows
  • Fixed several issues with fire propagation
  • Fixed issue where weapon viewmodels would get duplicated
  • Fixed memory allocation issues with some RenderTextures
  • Fixed various null ref and save/load issues

The All Hallows Update

Good doctors.

All Hallows' Eve is upon us once again. As such, it's time to get SPOOKY.

What treats have we got for you on this fine night?



A New weapon! The Flashbomb.




Blind your enemies to sneak up on them for a kill... or simply get away into the shadows.


You can find them all over Gloomwood and they'll soon be available in the merchant's shop in the market district.

Speaking of the Market District...

We've opened up new areas!









Some areas once inaccessible to the player now have interiors and you can even get onto the rooftops to find NEW ways into buildings you've explored before.

These "posh" areas to pilfer are much more indicative of what you'll be seeing in the high manors of Cathedral Row in the future. So look forward to that.

We've also added to the skybox and surrounding districts to let you see the true scope of the city limits.



But beware! New areas mean new threats....

The Huntsmen AI has been improved.



They can now jump and climb and throw their axes at you!

But you can of course parry these attacks!

And now you can even more clearly understand what they're yapping about because we've added one of the most requested features since we launched into Early Access...

Subtitles






And what would All Hallows be without...

PUMPKINS

(actually they're era-appropriate turnips)



This SEASONAL CONTENT can be turned on and off in the options menu but if you want to play with them all the time you can set your system clock to Halloween all year long you lunatics.

We've also made some small quality of life additions like the ability to change the color of interaction highlights.


That's all for now, we hope you enjoy your time in the city of Gloomwood on this All Hallows' Eve!

Please look forward to seeing more of the upcoming Underport in November.

GOOD LUCK, DOCTOR...



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

Patch v0.1.228.07

General

  • Improved clipping and AI navmesh in various areas
  • Improved accuracy of Shadow Projector renderer
  • Improved carry object collision detection
  • Set 'list' command to be sorted alphabetically
  • Added 'physics_plate_wood' to entity spawn list


Bug Fixes

  • Fixed issues where inventory assigned shortcuts would be set incorrectly
  • Fixed issue where swing doors would not detect physics objects and not be properly blocked
  • Fixed issue where some elevators in older saves would not operate correctly
  • Fixed issue where Market Gunshop elevator would move to the incorrect floor
  • Fixed issue where the Caves elevator would kill the player if using the inventory or crouching while riding it
  • Fixed issue where some metal sliding gates would not correctly allow the AI to path through when opened
  • Fixed issue where Goatman IK acted incorrectly when attacking doors
  • Fixed issue where electricity particles would not load correctly for the electric door in the Coastal Caves
  • Fixed issue where swipe/melee trails would render incorrectly
  • Fixed issue where torch Huntsmen would not correctly transfer torch burning state to corpse entity
  • Fixed various issues where loading or transition levels would cause a black screen
  • Fixed various null reference issues

Patch v0.1.227.09

General

  • Slightly reduced direct mid/near horizontal angle vision cone to prevent some unfair detections
  • Increased AI search task priority of audio disturbances to prevent AI ignoring bottle distractions
  • Improved AI search task handling of disturbances that aren't reachable
  • Improved handling of AI patrol task when returning to route from disturbances or combat
  • Reduced carry throw force addition for bottles when moving forward
  • Improved accuracy and performance of high detail Shadow Projectors
  • Added physics_pillow_bed_1 through physics_pillow_bed_6 to entity package list for spawning


AI: Fishdog

  • Slightly reduced dark vision range


Area: Coast Caves

  • Slightly reduced fishdog presence on half moon and crescent


Area: Coast Cliffside

  • Added various navmesh links to allow huntsmen to drop down from ledges


Area: City Market

  • Adjusted balance of enemies and resources on all difficulties
  • Improved visual clarity of front gate when opened to show its a transition zone
  • Reworked the Queen's Road / Ashfall Bridge intersection to make the route more challenging
  • Added fallback patrols and watch tasks for huntsmen and batbarbers after ambushing
  • Added navmesh links for both huntsmen and batbarbers to allow better navigation in various areas
  • Moved crate stack near barbershop to prevent players from getting stuck


Area: Market Shop

  • Added navmesh surfaces for all agent types


Bug Fixes

  • Fixed issue where quicksaving could occur when when disabled
  • Fixed issue where Market side of the front gate would still be shut even if destroyed from the Coast side (ensure you backtrack to the Coast via the East End Canal tunnel once so the Coast map can verify the gate is destroyed)
  • Fixed issue where wooden doors would not ignite from fire
  • Fixed issue where fire sources like torches would not load correctly
  • Fixed various culling and geometry issues
  • Fixed issue that caused weapon inventory shortcuts to be deleted
  • Fixed issue where pickpocketing keys could fail
  • Fixed various material contact fx type issues
  • Fixed issue with selling equipped weapons to the merchant
  • Fixed various save state issues that caused loading to fail