Based on feedback from the community, the amount of damage taken from the monsters has been reworked. Monsters no longer instantly kill players when they are caught and instead do a set amount of damage (which can be changed in the new difficulty settings!). New animations, sounds and UI effects have also been added as part of this change.
As previously mentioned players can now change the difficulty of the survival part of the game. For the demo this currently only affects how much damage the monsters do when they attack the player.
Monsters can now be trapped in bear traps. This will give the players more means to escape during a chase.
Reduced the length of how far monsters will chase the player.
Changed inventory quick keys to use a crouch button + click / sprint button + click. This gives the player more control since they can be remapped.
The generation of the world is now entirely seed based. The last remaining random element has been removed. This was done to make testing a lot easier.
The current seed of the map will now be displayed in the pause menu and the loading menu. It can also be copied from the pause menu to allow players to more easily give feedback on a specific map generation.
Some changes have been made to prevent endpoints of sideroads from being generated too close to the edge of the map.
Updated textures for the car.
Fixed the collider for the wooden benches to prevent the player from getting stuck in them.
Made some changes to the main menu to better reflect the current state of the demo.
Bug fixes
(Demo puzzle spoiler) Fixed a bug which would make the right container in the graveyard have a different prompt for using it than the wrong ones.
Widened a walkway in the large barn where enemies could get stuck on eachother.
Patch 0.5.22
Development continues and great progress has been made in fine tuning a lot of features. Many of these changes also affect the demo so another update to the demo is now out.
Gameplay changes
Player no longer slides while on an uneven surface.
Reduced chance of roads generating parallel to each other and becoming a jumbled mess.
The first objective is now marked on the map to make the game less confusing for new players.
Made some changes to post processing to improve the look of the game.
Some simpler crafting recipes can now be crafted while the player is not at a workbench.
Reduced length of storms 60 > 40 seconds.
Reduced the total amount of enemies patrolling the forest.
The car can no longer be unstuck when it is out of batteries.
Changed the positions of some notes in the graveyard to make the player safer when reading them.
The car windows now have proper textures to no longer make them appear almost invisible.
Bug fixes
Fixed a bug which caused current satiation value to be able to display numbers less than 0 when out of food.
Patch 0.5.21
Gameplay changes
The loading bar now moves more often while generating the world to show that the game has not frozen.
The car accelerates slightly faster.
Bear traps will no longer always trap the player. If the player is fast enough and jump through them they can avoid getting stuck.
Players' satiation value is no longer completely filled on death.
Quick keys now allow the player to instantly transfer items and equip equipment to and from other containers.
Quick keys can now also be used on equipment the player is currently holding in their hands.
To make dying from hunger less confusing, damage from hunger now displays visible effects if the player's health is really low.
Changed the amount of crafted items for some recipes as well as changing which items are required to craft them.
Crafting items with an almost full inventory will now put some of the crafted items in the inventory and the rest in the boot of the car if possible.
Bug fixes
Fixed a bug which caused crafted items to end up in the players inventory even if it were full.
Stealth & detection rework. Patch 0.5.20
Firstly, a huge thanks to anyone that wishlisted, watched the stream or played the demo during the Steam next fest festival! It really was a crazy week!
After watching people play the demo and hearing your feedback it was clear that the stealth mechanics were a bit confusing. So they have been reworked to hopefully make things more clear to the player what is going on.
As always, your feedback is very important. So if you have any suggestions or ideas please let us know!
Gameplay changes
Many changes have been made to how enemies detect the player.
The player will now be informed when they risk being detected by enemies.
Changes detection rate to make the game slightly easier.
Added more hiding spots to certain locations where a lot of players previously died multiple times.
Improved collisions with bushes and trees to make hiding easier.
Improved AI pathfinding in several areas.
Reworked enemy behavior so that when a player hides after managing to lose a chasing enemy they are less likely to find a hiding player.
Added some effects to let the player know when they are close to running out of stamina.
Bug fixes
Fixed a bug which caused enemies to not chase the player when they were standing too close to the edge of an elevated platform.
Fixed a bug which caused messages informing the player that they dropped items on death not to display correctly.
Changed so the player will no longer respawn next to things that can hurt them.
Fixed a bug which caused stamina to drain if the player held down the sprint button while standing still.
Patch 0.5.19
Gameplay changes
Made some changes to the graveyard puzzle so players are less likely to miss the clues.
Players will now be notified if the items they previously dropped on death disappear forever.
Reworked how monsters patrol quest locations to prevent monsters from completely taking over a building and making it very hard to progress.
The car now slows down much faster when the engine is off or when the player exits the car.
Bug fixes
Fixed a bug which caused some objects to float in the air.
Fixed a bug which sometimes caused some sounds from the players map and backpack to sound like they came from the wrong direction.
Fixed a bug where players would not take damage from the storm after dying while indoors.
Next fest Stream #2
The second stream of HorrorDriven for the Steam next fest!
The stream starts here on Steam at 08.00 PM CET 2022-02-23.
So if you can't make it to the first stream here is another chance!
Join in and watch pre-recorded footage from the full game and talk to the dev in chat!
Looking forward to hearing your feedback on the demo and answering any questions you might have!
Thank you! Hope to see you then!
Steam next fest stream!
HorrorDriven will be part of the steam next fest on february 21st!
There will be a special stream here on Steam at 2022-02-22 08.00 PM Cet.
Join in and watch pre-recorded footage of the full game and ask any questions you have to the dev in chat.
Very much looking forward to chatting with you all then!
Thank you so much for your support!
0.5.15
Gameplay changes
Monsters now show increased interest in the car, even if they don't see the player.
Storms can no longer happen immediately after death.
Smoothed out the looping of the underground ambient noise.
Clicking on an item will now close the inspect GUI if it is open.
Bug fixes
Fixed a bug where rain could still be heard underground.
Car batteries willl no longer duplicate when the player tries to start the car without a battery inserted.
Patch 0.5.14 & 0.5.13
0.5.14
Gameplay changes
Added more features from the world of the main game into the demo.
Made some creepy additions to the tunnels.
Bug fixes
Fixed an error when the player respawns inside an area where electricity doesn't work.
Changed so respawn points can't spawn too close to the end of the world and collide with the gate at the end.
It is no longer possible to open settings while the GUI for saveslots is open.
0.5.13 Previous
Gameplay changes
Added another animation for when the player gets grabbed while in the car.
Bug fixes
Enemies can now properly ascend the guardtowers.
Patch 0.5.12 Increased amount of monsters!
Gameplay changes
The amount of monsters in the woods has been greatly increased based on feedback of players expecting a scarier experience. Remember that the game is still very random and there is no guarantee of meeting them because of the short length of the demo.
The car can no longer be restarted from the hiding position. The player now has to risk getting out of hiding to quickly restart the car and see if the monsters are still nearby.
Added another type of building to the woods: Hunting towers.
Respawning after death has been reworked. Player now respawns in a secure location (the hunting towers) so they won't get instantly killed again if another monster spots them. There are now also many more possible respawn positions.
Fireflies have been added to the woods.
The player's camera movement is now smoother.
Some minor changes to UI related to playerdeath.
Increased the radius of when parts of the road gets added to the player map so that crossroads are easier to spot on the map.
Bug fixes
Fixed a bug where the player would respawn really far from where they died on their first death.