Gloomwood cover
Gloomwood screenshot
Genre: Shooter, Adventure, Indie

Gloomwood

Hotfix Patch v0.1.227.03

Bug Fixes

  • Fixed various issues that caused old save files to fail to load

The MARKET is OPEN

Ah, my favorite new patron. You've been waiting for this a while, haven't ye?


Indeed, The Market District of Gloomwood is now open. But beware...




This district is not only home to the Merchant's Shop where you can buy and sell goods...


But also new enemies.


Some who want to take a little off the top...


They're not too fond of the huntsmen, you know.


In addition to the new content we've also added... Source-style projector shadows for objects!



This gives everything a lot more DEPTH. Looks great. 10/10. (It's toggleable in the options)



And speaking of Source style things. If you've made it to the Market District you'll notice a new intro menu scene:


This is because we plan to have Half-Life style chapter menus that change as you progress throughout the game!


As we continue to expand upon the world of Gloomwood, we will add more details to the existing areas, more buildings to explore, more loot to pilfer, more enemies to face, but for now - please enjoy the fruits of our labor.


However, you may look forward to the Underport next.

They're waiting for you down there....




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

Patch Notes v0.1.225

General

  • Pickups (like dropped rifles) can now have their loaded ammo be unloaded and collected by using the 'Reload' input
  • Enemy corpses that cannot be carried will now pickup any attachments when highlighted/interacted with
  • Handvalves can no longer be used when carrying an object or body
  • Dropped physics objects now still deal fall damage even if thrown as long as the fall velocity is high enough
  • Propagated sounds are slightly reduced in volume for the player if the source is occluded by geometry
  • The following has been added to the entity spawn list:
    -physics_crate_wood
    -physics_crate_metal
    -physics_mop
    -physics_mug_wood
    -physics_cup_wood
    -physics_fork_wood
    -physics_knife_wood


Bug Fixes

  • Fixed an issue where AI would be incorrectly informed of the player position if hurt by a physics object
  • Fixed an issue where AI would be incorrectly informed of the player position after watching an ally burn or die
  • Fixed bookshelf collision being incorrectly assigned
  • Fixed inaccessible doors being able to be highlighted or pathed through by AI
  • Fixed issue where physics objects could infinitely fall out of the game world or spawn beneath the kill limit
  • Sliding valve doors will now stop moving if blocked by the player
  • Fixed a patrol trigger issue in coast_fishery
  • Fixed an issue where light flares would re-enable on load or level change even if disabled
  • Fixed fire braziers still dealing damage even when doused
  • Fixed pickup weapons not showing the correct loaded ammunition type when pulled out of the inventory

Patch Notes v0.1.224.04 (Hotfix)

Bug Fixes


  • Fixed issue when loading old saves that would cause save to fail loading
  • Fixed issue where Valve item had incorrect localization tags and would not display content correctly
  • Fixed typo in Waits Mining Log #1 document
  • Fixed Doctor not grunting when trying to place inventory in an invalid position
  • Fixed issue where skybox would render incorrectly on Blood Moon
  • Fixed issue where huntsmen cannon fire sequence would play even if the huntsmen were dead

Patch Notes v0.1.223

General


  • Added option 'Allow Quicksave' to gameplay options to enable quicksaves on any difficulty
  • Added option 'Developer Console' to enable developer console
  • Added option 'Light Flares' to toggle light flares
  • Added manual save menu list to phonograph (hold interact)
  • Added action log message for autosaves, pickups and readables
  • Physics objects can now do damage when dropped onto AI
  • Button pressers and valves can now be physics carried or inventory dragged into slots (in addition to interacting with the slot)
  • Added destructible wall spots (notated with a crack)
  • Various improvements to AI reaction and task handling
  • Reduced the damage of fire to environmental physics objects to make it more viable to carry and burn other objects with them
  • Reduced the spread delay of environmental fire objects to 0.5 seconds (from 0.75 seconds)
  • Tweaked how fire spreads among AI to make fire a bit more in-line with other options
  • Adjusted pickup balance of Undertaker rounds and added Choke Bolt rounds to each area
  • Doors will now collapse into burnt debris pieces when destroyed with fire
  • Added settings .ini option 'ActionLog' to adjust action log presence
  • Added settings .ini option 'ShadowProjectors' to adjust shadow projector culling distance
  • Added more options for lightmap resolution
  • Various performance improvements


Weapon: Undertaker


  • Added new ammo type: Choke Bolt
    + Douses all sources of fire
    + Causes enemies to cough/daze briefly
    + Flinches enemies in mid-attack swing or who are enraged
  • 'Slug' ammo type can now break any type of electrical light
  • 'Incendiary' ammo type can now re-ignite any source of fire that was doused or burnt out


AI: Huntsmen


  • Now has a reaction to lights being destroyed or torches being doused
  • Improved particle fx and animation of lever action rifle ejection
  • Doused torch swings can now be blocked with the canesword and do lower kinetic damage instead of fire damage


AI: Wounded Goatman


  • Health now reduced to 80% of maximum on Crescent and 90% on Half Moon


Area: Coastal Fishery


  • New armored huntsmen patrols will now start to appear when backtracking after reaching the cliffs for the first time
  • Added valve door to shortcut stairs
  • Detailed the lake area with some additional structures
  • Detailed the skybox
  • Fixed various floating geometry and props


Area: Coastal Caves


  • Added note about feeding fishdogs
  • Added valve door after fishdog area
  • Slightly reduced the fishdog presence
  • Added some structures to add additional options to navigate the main tower room


Area: Coastal Lighthouse


  • Added usable cannon at gatefront
  • New guard tower and gatehouse area structures
  • New huntsmen presence and additional conversations
  • Added connection between lake and cliff path
  • Made lighthouse chimney connect fully
  • Detailed first collapsed house and added a secret route
  • Detailed barn back area and crawlspace
  • Added powderflask, gunpowder and cannon pickups
  • Moved fishery treasure map
  • Added detail to various areas and skybox
  • Improved geometry and navmesh pathing to allow AI to navigate much more of the level


Area: Slaughtered Goat Tavern


  • Added 'Horn of Ulmar' pickup/item
  • Additional ammo pickups in basement and attic
  • Adjusted notes to improve clarity of attic and basement key locations
  • Increased size and visibility of key pickup on the sword in the Goatman's back
  • Increased time before Goatman adds upstairs location to patrol rotation
  • Made attic explosive barrel easier to find and access
  • Added valve pickup to attic
  • Improved Goatman navmesh pathing around attic area


Bug Fixes


  • Improved animation transition states for AI motion
  • Canesword will now correctly apply crouch state when swapping weapons
  • Improved physics grabbing to prevent pickups from clipping into surfaces on carry
  • Drape doors can now be correctly destroyed
  • Fixed issue where Huntsmen carpet footsteps weren't assigned correctly
  • Fixed issue where ammo pickups would load state incorrectly if item variant was loaded into a weapon
  • Fixed gap in room brushes between main building and lighthouse tower
  • Fixed various occlusion issues
  • Fixed nightstand table door not having collision
  • Fixed occlusion issues when looking through the broken gaps on the church rooftop in Cliffside
  • Fixed issue where AI would not correctly face their move direction during MoveToDoor tasks
  • Fixed an issue where bullet projectiles wouldn't ignite explosive barrels
  • Fixed issue where white and blood gems would not stack or could not be split
  • Fixed issue where fishdogs would not burn or gib
  • Fixed issue where opening inventory on elevator could kill the player
  • Fixed various inventory issues
  • Fixed various save/load related issues that could cause saves to be unable to load
  • Improved clipping of geometry/staircases in each area

Fire at the Gates

AH, GOOD DOCTORS.



It's been awhile, hasn't it?

We've got TWO updates for you today, One you can play NOW and one you can play SOON™

The first will cover what we've added to the game TODAY and the second will dig into our progress on Gloomwood's much anticipated Market District.

But before we can let you in, it's time to.... FIRE AT THE GATES



Here's what you can investigate today...


A NEW AREA




The city guard has gotten word of your progress towards the market district - Doctor - and they're not happy about it.



They've setup a new camp in front of the city gates with new towers, store rooms and one very big cannon to keep you away.



But you won't stay away, will you?



Find the bits and pieces to fire the cannon, bring down the city gate... and prepare to enter the market.

Even though that won't be the ONLY way into the district in the future.


Luckily you'll have help from:

A NEW AMMO TYPE


(stop calling them water arrows)

The Undertaker pistol has a new ammo type. We call it The Choke Bolt.

It can:

  • Put out all sources of fire (sneaky)

  • Causes enemies to cough/daze briefly (sickly)

  • Flinches enemies in mid-attack swing or who are enraged (tricky)

Also the slug ammo can now break any type of electrical light and incendiary ammo can now re-ignite any source of fire that was doused or burnt out :)

But that's not all today, we've got...

NEW FEATURES


Such as an (optional) action log that will tell you what keys and notes you've picked up, etc.

And the much requested ability to drop heavy items on enemies heads to end their days.

(this one was fun)

We've also got:

NEW SECRETS



Plus added destructible wall spots (notated with a crack) ^

NEW OPTIONS


Such as the ability to select new save slots at phonographs:


The developer console, light flares and yes *Quicksaving* are a toggle in the gameplay options now.


There's also...

Improved enemy AI, and of course - lots of new guard conversations


(thanks Gianni)

Performance has also been improved and of course many bugs have been fixed.


We like to think we've been adding these areas organically so it feels like the world of Gloomwood is growing for you as we develop it.

New camps are being set up. New secrets are being uncovered. But your journey is just beginning.

NOW, that's what we've done - here's what's to come.

We will finally be letting you into Gloomwood's market District on July 21st.


Just in time for the Steam Stealth Fest on the 24th.


But that's not all the news we bring.

In that screenshot you may see a shop? Yes - that's the merchant's shop - and he is inside.

No longer hiding in the shadows - now that you've made it this far.

Once inside he's got A LOT to say (thanks to the incomparable Stephan Weyte) and also much to buy and sell, good doctor.

Have a look...


As you can see, in typical Gloomwood fashion - everything done in the shop will be diegetic.

There are no menus, no UI, everything is done immersively and in-world.


AND YES THIS WAS ALL VERY HARD TO DO THANK YOU.

Come and go as you please, buy and sell as you must - The Emerald Eye is a safe haven for you, Doctor.

And on higher difficulties, finding treasures and trinkets to sell to the merchant for health and ammunition may just be the difference between life or death in Gloomwood.

Speaking of death - you may notice something else menacing in that screenshot above.

A NEW ENEMY




Yes, along with Huntsmen, Hounds, and Crowmen in the sewers - you'll now have to deal with the Bat Barbers of Gloomwood as you make your way through the market district, doctor.

But who doesn't fancy a good CUT every now and then, hmm?


Thank you for your patience as we work on this incredibly complex and immersive experience for you.

And we hope as always that you enjoy.

We know there are some who say our development goes not fast enough for their liking, but know this...

WE WILL NEVER SACRIFICE QUALITY FOR TIME.

And we hope you appreciate that.

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

For more frequent updates please follow us on Twitter and Subscribe to Dillon on YouTube

New shirts and posters are also available:



Gloomwood Early Access Changelog v0.1.223

GENERAL

-Added option 'Allow Quicksave' to gameplay options to enable quicksaves on any difficulty
-Added option 'Developer Console' to enable developer console
-Added option 'Light Flares' to toggle light flares
-Added manual save menu list to phonograph (hold interact)
-Added action log message for autosaves, pickups and readables
-Physics objects can now do damage when dropped onto AI
-Button pressers and valves can now be physics carried or inventory dragged into slots (in addition to interacting with the slot)
-Added destructible wall spots (notated with a crack)
-Various improvements to AI reaction and task handling
-Reduced the damage of fire to environmental physics objects to make it more viable to carry and burn other objects with them
-Reduced the spread delay of environmental fire objects to 0.5 seconds (from 0.75 seconds)
-Tweaked how fire spreads among AI to make fire a bit more in-line with other options
-Adjusted pickup balance of Undertaker rounds and added Choke Bolt rounds to each area
-Doors will now collapse into burnt debris pieces when destroyed with fire
-Added settings .ini option 'ActionLog' to adjust action log presence
-Added settings .ini option 'ShadowProjectors' to adjust shadow projector culling distance
-Added more options for lightmap resolution
-Various performance improvements

WEAPON: UNDERTAKER

-Added new ammo type: Choke Bolt
+ Douses all sources of fire
+ Causes enemies to cough/daze briefly
+ Flinches enemies in mid-attack swing or who are enraged
-'Slug' ammo type can now break any type of electrical light
-'Incendiary' ammo type can now re-ignite any source of fire that was doused or burnt out

AI: HUNTSMEN:

-Now has a reaction to lights being destroyed or torches being doused
-Improved particle fx and animation of lever action rifle ejection

AI: TORCH HUNTSMEN

-Doused torch swings can now be blocked with the canesword and do lower kinetic damage instead of fire damage

AI: WOUNDED GOATMAN

-Health now reduced to 80% of maximum on Crescent and 90% on Half Moon

AREA: COASTAL FISHERY

-New armored huntsmen patrols will now start to appear when backtracking after reaching the cliffs for the first time
-Added valve door to shortcut stairs
-Detailed the lake area with some additional structures
-Detailed the skybox
-Fixed various floating geometry and props

AREA: COASTAL CAVES

-Added note about feeding fishdogs
-Added valve door after fishdog area
-Slightly reduced the fishdog presence
-Added some structures to add additional options to navigate the main tower room

AREA: COASTAL CLIFFS/LIGHTHOUSE

-Added usable cannon at gatefront
-New guard tower and gatehouse area structures
-New huntsmen presence and additional conversations
-Added connection between lake and cliff path
-Made lighthouse chimney connect fully
-Detailed first collapsed house and added a secret route
-Detailed barn back area and crawlspace
-Added powderflask, gunpowder and cannon pickups
-Moved fishery treasure map
-Added detail to various areas and skybox
-Improved geometry and navmesh pathing to allow AI to navigate much more of the level

AREA: COASTAL TAVERN

-Added 'Horn of Ulmar' pickup/item
-Additional ammo pickups in basement and attic
-Adjusted notes to improve clarity of attic and basement key locations
-Increased size and visibility of key pickup on the sword in the Goatman's back
-Increased time before Goatman adds upstairs location to patrol rotation
-Made attic explosive barrel easier to find and access
-Added valve pickup to attic
-Improved Goatman navmesh pathing around attic area

BUG FIXES

-Improved animation transition states for AI motion
-Canesword will now correctly apply crouch state when swapping weapons
-Improved physics grabbing to prevent pickups from clipping into surfaces on carry
-Drape doors can now be correctly destroyed
-Fixed issue where Huntsmen carpet footsteps weren't assigned correctly
-Fixed issue where ammo pickups would load state incorrectly if item variant was loaded into a weapon
-Fixed gap in room brushes between main building and lighthouse tower
-Fixed various occlusion issues
-Fixed nightstand table door not having collision
-Fixed occlusion issues when looking through the broken gaps on the church rooftop in Cliffside
-Fixed issue where AI would not correctly face their move direction during MoveToDoor tasks
-Fixed an issue where bullet projectiles wouldn't ignite explosive barrels
-Fixed issue where white and blood gems would not stack or could not be split
-Fixed issue where fishdogs would not burn or gib
-Fixed issue where opening inventory on elevator could kill the player
-Fixed various inventory issues
-Fixed various save/load related issues that could cause saves to be unable to load
-Improved clipping of geometry/staircases in each area

Patch Notes v0.1.222

Bug Fixes


  • Fixed issue where AI would phase through doors
  • Fixed performance issue with AI door interactions
  • Fixed more issues where loading a save or transitioning areas would cause loading to become stuck
  • Fixed issue where fade system would not apply correctly when loading a save

Patch Notes v0.1.221

General


  • Improved handling of save data and legacy save loading
  • Some optimizations to distance culler


Enemy: Fishdog


  • Now generates giblets when exploded or corpse is destroyed
  • Fishdog giblets can also be used as scent lures


Bug Fixes


  • Fixed several issues where saves would get stuck loading when transitioning to a new area or reloading from death
  • Fixed null reference when trapping AI with a bear trap inside a door blocker
  • Fixed issue where Fishery power room medical syringe still spawned on Blood Moon
  • Fixed Cliffside woodsman in barn not correctly playing his voice sound cue
  • Fixed issue where leaning would abruptly snap to lean target or surface


NOTE: Your saves may now say they're outdated. This is expected and they will still load normally. This is just to ensure the game checks for any legacy object data.

Patch Notes v0.1.220

General


  • Added 'Quicksave' and 'Quickload' to in-game keybinding menu
  • Audible distance of "Bottle Break" effect increased to 45 meters (from 40)
  • Audible distance of "Window Break" effect increased to 45 meters (from 40)
  • Added the limp bone snap sound when critically wounded from the demo
  • Improved interact object sorting to make pickups like coins and bullets easier to grab within drawers/cabinets
  • General tweaks to ammo and resource balance
  • Added pathing for all AI types in each area to support enemies being spawned in by the console


Enemy: Rifle Huntsman


  • Improved rifle aim tracking
  • Increased rifle auto-hit range to 4 (from 3.5)
  • Increased rifle projectile speed to 55 (from 50)


Enemy: Fishdog


  • Reworked scent/lure system to improve consistency and reduce unintended detections
  • Fishdogs will be attracted to the smell of food, corpses and giblets
  • Fishdogs will bark at any food or giblets it cannot reach
  • Sleeping fishdogs can be awoken by smells that are very close to their nose
  • Scent cannot cross through mediums like water surfaces
  • Fishdogs now return to sleep after being disturbed
  • Increased search exit time to 1.5 (from 0.0)
  • Added new corpse impact sounds


Enemy: Goatman


  • Wounded goatman variant now starts with 12% less health
  • Increased trap time modifier to 30% (from 25%) of normal time
  • Reduced 'Swipe' damage to 36-38 (from 45-47)
  • Reduced 'Buck' damage to 44-45 (from 54-56)
  • Reduced enrage damage bonus to 125% (from 150%)
  • Reduced corpse health amount to 100 (from 250)
  • Added new hatchet particle and sound effects for animation and projectile
  • Corpse giblets can now be physics carried
  • Goatman now backtracks to leash points when unable to path or see player during combat


Area: Tavern


  • Tweaked spare basement key note to better allude to the attic switch location
  • Added new key hook asset behind bar
  • Moved guest room key to a more visible location
  • Moved guncase padlock to a more visible location
  • Explosive barrel positioning tweaked to make it easier to grab
  • Added additional button presser to drawer in attic
  • Added gap beneath elevator bed to make it harder for the key to bypass collision during crushing kills
  • Blocked off area beneath staircase and above kitchen fireplace to prevent exploitation


Bug Fixes


  • Fixed issue with incorrect level data being loaded when transitioning levels on a new save slot
  • Fixed issue where loading quicksave would assign save slot incorrectly
  • Fixed issue where pickups in drawers would not save their position correctly
  • Fixed an issue where the canesword backstab assasination would alert enemies from far away
  • Fixed an inventory error when combining loose ammunition into a spot with limited space
  • Fixed various lightmap issues in fishery and around tavern exterior in cliffside
  • Fixed missing geometry in fishery boathouse
  • Fixed various exposed dev textures locations in the tavern
  • Fixed issue where goatman key would not correctly load its physics state
  • Fixed issue where woodsmen could bypass doors during their axe charge attack
  • Fixed issue where woodsman in cliffside barn would not return to chopping meat after being distracted
  • Fixed issue where burning goatman would not refresh or re-ignite after the fire timer burned out
  • Fixed issue where goatman hatchet throws would not deal appropriate damage to AI
  • Fixed issue where goatman corpse would replay death animation upon load
  • Fixed issue where AI corpses could be double dipped damaged when hitting their creators with a projectile
  • Fixed issue where projectiles would aim in an incorrect direction when shooting a point blank target
  • Fixed issue where left/dragged-out pickups would have incorrect quantity counts when returning to areas
  • Fixed issue where AI would get stuck while a door was being closed
  • Fixed issue where elevators could kill the player while using the inventory at low framerates
  • Fixed issue where telescope view would not apply invert Y setting

The Tavern is OPEN

Foolish doctors. You dare tempt fate yet again?

The Slaughtered Goat Tavern is NOW AVAILABLE for you to enter.

If you dare...




Indeed, this latest update to adds the much anticipated tavern level to the cliffs of Gloomwood.

And as you can see, it's much more than just a rotten old building to explore. Inside is the deadliest foe you've yet to encounter. And the son of a bitch has the key to get out.

Steal it from him, take it off his corpse, turn tail and ignore the tavern all together. It matters not. You'll never survive the night. Not on Blood Moon anyway.



However, this update also adds the more lenient CRESCENT MOON difficulty. With easier enemies, more resources and yes, yes...

QUICKSAVING. (F6 / F9)





(You can also use quicksaves for higher difficulties in the user.ini by setting AllowQuicksave 1, you filth)

On top of that are all new terrifying animations for the huntsmen, some new and improved voice lines, interactive telescopes, improved mantling, fixes, changes, additions and more.



Thus ends our updates for Gloomwood in 2022!

Since our Early Access launch just a short 4 months ago we've been hard at work taking your feedback and applying it directly to the game's development. And this last update for the year is a tribute to that.

We hope you enjoy it, continue to enjoy Gloomwood, and are happy to keep contributing to it's continued development and success.

We'll see you all in the Market District in 2023.



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

[B]FULL PATCH NOTES

Gloomwood Early Access Changelog v0.1.219

GENERAL

Telescopes are now interactable and can be used to view into the distance:
+ Use interact to enter/exit the telescope view
+ Use mouselook to turn the telescope
+ Use the mouse wheel to zoom in/out
Hanging ceiling lamps can now be destroyed by Undertaker slug rounds and other projectiles
Stove grates can now be opened and used as a fire source
Explosive barrels now deal 500 damage (up from 150)

QUICKSAVE / QUICKLOAD:

Currently limited to Crescent difficulty
The option 'AllowQuicksave' in the user.ini will allow quicksave and quickload on any difficulty
This option will be integrated into the upcoming Custom Difficulty settings
Quicksave slot added to Save/Load Menu
Bound to F6/F9 by default and can be changed in user.ini

NEW DIFFICULTY: CRESCENT

Easy difficulty for those who want a more relaxed/exploratory experience
50% incoming damage against Player
80% of normal footstep audio range
Max health/ammo pickups
Low AI presence
70% AI combat movement and attack speed
70% AI projectile speed
80% AI sight angle
90% AI hear range
Allows quicksaving (F6)/quickloading (F9)

AI: HUNTSMEN

Huntsmen animations have been reworked to better capture their sickly, menacing nature
Huntsmen footstep and death fall sound FX have been reworked
Axe Woodsmen can now close the gap with a running axe charge attack

NEW AREA: TAVERN INTERIOR

Added the tavern interior area connected to the coastal cliffs
Beware what lurks within!

AREA: FISHERY

Added a telescope in the boat house attic room
Detailed the Foreman's office
Moved the front warehouse door controls to the Front Office and added signage
Improved cliff clipping

AREA: COASTAL CLIFFS

The shotgun pickup has been moved into the Tavern
Tweaked the pathing of a few areas to improve AI navigation

BUGS

Improved mantling to allow easier access into higher crawlspace areas
Fixed an issue where save slot 0 could be overwritten
Fixed issue where lean spam could be used to bypass geometry collision
Fixed issue where unloaded ammo quantities would be incorrect when converted to pickup form
Fixed an issue where the occlusion portals in the Coastal cliffs area occluded incorrectly
Fixed an issue where AI last contact time was calculated incorrectly and they'd lose the player too quickly
Fixed various issues with AI search, patrol and chase pathing
Fixed various issues with AI door handling
Fixed an issue where Huntsmen Axe attacks were not sound propagated correctly
Fixed rare null reference with lock orientation during fire fx
Fixed issue where small gems could not be unpacked