Adjusted "Load Game" menu to support multiple save slots
Starting a New Game will automatically select the next available slot
Added 'Vision Cones' dropdown options in "Gameplay" settings to adjust huntsmen vision cones
Added 'Raw Look Input' toggle for certain users with raw mouse input issues
Increased holstered run speed by 12%
Added run speed transition delay when landing from a jump
Adjusted Undertaker 'Slug' texture to be more visible when loaded
Physics type 'Book' now has an audible impact sound that can be heard by enemies
Physics type 'Metal_Small' audible sound type increased from 'Minor' to 'Moderate'
Increased audible distance of 'Metal Footstep' to 14 (from 12)
Increased audible distance of 'Tile Footstep' to 14 (from 12)
Added new footstep type for 'Leaves'
Added moon to all skyboxes
Difficulty: Blood Moon
More numerous and difficult enemy presence
Low ammunition and health pickup presence
Incoming player damage set to 200%
Player footstep sound range increased to 250%
AI combat movement speed increased to 135%
AI attack speed increased to 135%
AI projectile speed increased to 135%
AI sight angle modifier increased to 120%
AI sight range modifier increased to 130%
AI hearing radius modifier increased to 130%
Some key items moved to more difficult locations
Saving progress at Phonograph requires and consumes 1 Wax Cylinder
Visual changes to the sky/world
Enemy: Rifle Huntsman
Increased audio max range of hunting rifle shot to 30 to match the increased range
Area: Coastal Caverns
Redesigned the Fishdog pond area to flow better and be more dynamic
Improved sound propagation in kennels area to prevent false AI alerts
Area: Coastal Cliffs
Added new beach path to first abandoned house
Added new Dilapidated Chapel area to the bottom of the lake valley
Added a drawbridge shortcut to make return trips to the earlier half of the area faster
Added rope beams to add new routes and make climbing out of the ocean easier
Various detailing and signage additions
Performance
Disabled 3D Skybox rendering in some underground areas to improve performance
Improved the memory handling of persistent and level state system
Bug Fixes
Fixed an issue where AI could bypass lure target limits when loading a save
Fixed an issue where AI would propagate incorrect footstep material sounds
Fixed various gaps/holes in the world geometry
Fixed issue where incorrect active weapon crosshair would be loaded from save
Fixed issue where physics items classified as 'Physics_Small' could be mantled
Fixed issue where thrown physics could be mantled
Fixed issue where pickup item quantity was reset when inventory was full
Fixed issue where pickups like dropped rifles would regenerate their loaded count on load transitions
Fixed issue where changing ammo while inventory was full would delete the excess ammo instead of dropping it
Fixed issue where Undertaker sight projector would render on the floor if loading a save with it holstered
Luggage case will now properly place in front of the player when hidding under a table or platform instead of above
Fixed Slaughtered Goat enemy teaser audio sound not playing
The Blood Moon Rises
Be careful what you wish for, Doctors.
You wanted a difficulty that would push you to your limits, test you, put the survival back into this immersive survival horror experience.
Well you're about to get it.
Today we're introducing BLOOD MOON difficulty.
More numerous and difficult enemy presence
Low ammunition and health pickup presence
Incoming player damage set to 200%
Player footstep sound range increased to 250%
AI combat movement speed increased to 135%
AI attack speed increased to 135%
AI projectile speed increased to 135%
AI sight angle modifier increased to 120%
AI sight range modifier increased to 130%
AI hearing radius modifier increased to 130%
Some key items moved to more difficult locations
Saving progress at Phonograph requires and consumes 1 Wax Cylinder
Visual changes to the sky/world
We've also made some nice quality of life changes that you should take note of:
The "Load Game" menu now supports multiple save slots
Starting a New Game will automatically select the next available slot
We've added 'Vision Cones' dropdown options in "Gameplay" settings to adjust huntsmen vision cones
(COLORED, MONOCHROME or OFF)
Added 'Raw Look Input' toggle for certain users with raw mouse input issues
Increased holstered run speed by 12%
Added run speed transition delay when landing from a jump
Adjusted Undertaker 'Slug' texture to be more visible when loaded
Increased audible distance of 'Metal Footstep' to 14 (from 12)
Increased audible distance of 'Tile Footstep' to 14 (from 12)
Added new footstep type for 'Leaves'
Added moon to all skyboxes
And in addition to some added secrets and improved areas, we've also expanded the cliffs with a new beachside path and sunken chapel. Even a new draw bridge to let you backtrack more easily...
But what's NEXT, you ask?
Well we'll be working on Crescent Moon (and custom) difficulties which will include the ability to quicksave / quickload
As well as brand new animations for the huntsmen:
And of course, The Tavern.
The beast inside is just DYING to meet you.
We hope that you enjoy this new challenge and that it gives those of you who've been asking for it the Gloomwood experience you've sought after.
And for those of you still waiting for new options and content? We can only say what we always do...
This is only the beginning. And you'll be hearing from us again SOON™
Increased stealth benefit from Lean action as long as body is obscured
Tweaked AI vertical vision to reduce spotting players directly above
Increased the size of safes to allow players to hide in them
Added a certain special Looking Glass-style code for safes
Adjusted ammunition/supplies on all difficulties
Difficulty: Full Moon
Incoming player damage set to 150%
AI combat movement speed increased to 120%
AI attack speed increased to 120%
AI projectile speed increased to 120%
AI sight angle modifier increased to 110%
AI sight range modifier increased to 110%
AI hearing radius modifier increased to 120%
Enemy: Axe Woodsman
Increased speed of axe windup and recovery
Received a significant movement speed boost when in close proximity to their target
Enemy: Rifle Huntsman
Increased maximum rifle shooting distance to 30 meters (from 15)
Enemy: Fishdog
Bite damage increased to 15-18 (up from 10-12)
Received a movement speed boost when in close proximity to the target
'Bark' sound can now be heard from further away (including from other Fishdogs)
New Enemy Variant: Armored Huntsman
Does not receive backstab damage from the Canesword
Immune to physical damage in the torso/head region and resistant to physical damage elsewhere
Resistant to bullet damage in the torso/head region
Level: Fishery
Added inventory manual note that documents all special inventory actions
Added additional secret area
Level: Mines
Added additional Fishdogs on the higher difficulties
Added Armored Huntsmen on the higher difficulties
Level: Lighthouse
Tweaked tavern exterior and cellar geometry and added note to improve flow
Tweaked AI patrols to feel a bit more natural
Added Armored Huntsmen
Fixes
Fixed Brightness menu slider arrows not working correctly
Fixed issue where Brightness menu contrast images would not factoring base contrast correctly when first opening
Fixed issue where AI would fail to load task queue correctly and walk in place on load
Fixed issue where AI would cancel search unexpectedly
Fixed save/load issue with AI failing to return to leash
Fixed issue where AI conversations would not resume correctly when loading a save
Fixed issue where Fishdog bark/howl teasers would continue to play after they are disabled
Fixed key for padlock along Lighthouse coastal path not having correct id/description tags
Fixed issue where tutorial prompts would appear even with tutorials turned off
Improved handling of broken/corrupt user.ini parsing
Set default text culture to Invariant Culture to help prevent non-English OS issues
Fixed various null refs and potential crashes
Thank You... Now What's Next.
Hello, good doctors of Gloomwood.
Quite a week it's been, aye?
Since releasing Gloomwood into Early Access, we are thrilled to report that it has become New Blood's fastest selling title EVER. Eclipsing the launches of DUSK, AMID EVIL, and even the mighty ULTRAKILL.
Turns out the immersive sim genre isn't so CURSED after all.
But while we'd love to celebrate, this is no time to rest...
We've been gathering your feedback from everywhere you've spilled it, and we've heard what you want from Gloomwood.
This is Early Access after all, and if you're familiar with the way we do things around here, then you'll know that we're committed to building our games WITH you, the players. Because that's how you make better games. Isn't it?!
You've told us you want MORE CONTENT and MORE DIFFICULTY OPTIONS.
And we're going to give it to you.
Today we're releasing a small update that adds some balance tweaks and other goodies...
GENERAL
- Increased stealth benefit from Lean action as long as body is obscured - Tweaked AI vertical vision to reduce spotting players directly above - Increased the size of safes to allow players to hide in them - Added a certain special Looking Glass-style code for safes - Adjusted ammunition/supplies on all difficulties
DIFFICULTY: FULL MOON
- Incoming player damage set to 150% - AI combat movement speed increased to 120% - AI attack speed increased to 120% - AI projectile speed increased to 120% - AI sight angle modifier increased to 110% - AI sight range modifier increased to 110% - AI hearing radius modifier increased to 120%
ENEMY: AXE WOODSMAN
- Increased speed of axe windup and recovery - Receives a significant movement speed boost when in close proximity to their target
ENEMY: RIFLE HUNTSMAN
-Increased maximum rifle shooting distance to 30 meters (from 15)
ENEMY: FISHDOG
- Bite damage increased to 15-18 (up from 10-12) - Recieves a movement speed boost when in close proximity to the target - 'Bark' sound can now be heard from further away (including from other Fishdogs)
NEW ENEMY VARIANT: ARMORED HUNTSMAN
- Does not receive backstab damage from the Canesword - Immune to physical damage in the torso/head region and resistant to physical damage elsewhere - Resistant to bullet damage in the torso/head region
LEVEL: FISHERY
- Added inventory manual note that documents all special inventory actions - Added additional secret area
LEVEL: MINES
- Added additional Fishdogs on the higher difficulties - Added Armored Huntsmen on the higher difficulties
LEVEL: LIGHTHOUSE
- Tweaked tavern exterior and cellar geometry and added note to improve flow and lore - Tweaked AI patrols to feel a bit more natural - Added Armored Huntsmen
BUGS
- Fixed Brightness menu slider arrows not working correctly - Fixed issue where Brightness menu contrast images would not factoring base contrast correctly when first opening - Fixed issue where AI would fail to load task queue correctly and walk in place on load - Fixed issue where AI would cancel search unexpectedly - Fixed save/load issue with AI failing to return to leash - Fixed issue where AI conversations would not resume correctly when loading a save - Fixed issue where Fishdog bark/howl teasers would continue to play after they are disabled - Fixed key for padlock along Lighthouse coastal path not having correct id/description tags - Fixed issue where tutorial prompts would appear even with tutorials turned off - Improved handling of broken/corrupt user.ini parsing - Set default text culture to Invariant Culture to help prevent non-English OS issues - Fixed various null refs and potential crashes
But that's not all...
You asked for it, so you're gonna get it. And probably sooner than you think.
BLOOD MOON difficulty will feature harder (and more armored) enemies, more alert AI, limited saves and more tweaks to make your experience in the accursed town of Gloomwood... just that.
But we haven't forgotten the people that want more lenient options as well. So SOON we'll also be working on Crescent Moon difficulty and Lunacy (custom) Difficulty which will allow for QUICKSAVING plus easier enemy encounters as well as MORE health and ammo to find.
But tweaking the balance in a stealth game like Gloomwood is understandably hard for a small team like ours, so we're going to need YOUR HELP.
We're going to be opening up a Public Testing Branch for Gloomwood that will allow you to test these difficulty changes before they go live in order to give us feedback and let us know if we're doing it right!
We hope you'll use this opportunity to help us continue to make Gloomwood the best experience it can be for players of ALL skill levels.
Due to some unforeseen game development issues that have cropped up over the last few months, as well as several of our developers falling sick to The Gloom (COVID) we've made the decision to push back the Gloomwood Early Access release date. But only by 3 weeks. To September 6th.
It seems that ever since we announced the release date we've been hit with so many issues you would think the immersive sim curse is indeed real, but we will power through it.
This extra time will allow us to make sure all these issues are sorted, add extra polish, and give some space to the major update for one of our other games, ULTRAKILL, which is now releasing its second act on August 16th.
As you may know, we here at New Blood hold ourselves to an extremely high standard and Gloomwood is no exception.
Today we bring you a development update courtesy of Lead Developer Dillon Rogers a/k/a the Taffer King
[previewyoutube="bdj-XX52_90;full"] And unless you've been living in Gloomwood itself, hopefully you've already seen our uncut gameplay demo from earlier in the year.
https://www.youtube.com/watch?v=jfIg98cUH4c We hope you appreciate all the work being put into Gloomwood and how far the game has come since the original reveal and the demo - thanks to your feedback.
Be sure to wishlist the game to know as soon as the Early Access is available.