We just released minor update Version 1.0.5 which addresses some video playback problems with the game on Steam Deck. As always, please let us know if any issues arise! Full changes below:
Fully replaced video playback framework for added stability on Steam Deck
Fixed issue with booth door interaction being erroneously enabled during title screen
Fixed issue with in-game videos not pausing correctly
Fixed issue where the wrong sound effect could play when VCR decides to launch a tape on eject
Now verified on Steam Deck!
Hey folks,
Yes, it's true: Interference: Dead Air is verified on Steam Deck! Now you can save your friend Valerie from wherever you please: at work, at the gym, on the toilet... the possibilities are endless!
We're still making some tweaks to optimize the experience, but if you encounter any issues with the game, please let us know. Enjoy!
Soundtrack now available!
Hey, everyone!
We're excited to announce the release of Rosefinch's 80s-inspired original soundtrack to Interference: Dead Air, now available wherever you get your music!
Additionally, Rosefinch was kind enough to put together a Deluxe Edition, only available on Steam! This edition includes select segues from everyone's favorite radio DJ, as well as a handful of exclusive bonus tracks. You can purchase this separately or as a bundle with the game.
A massive "thank you" is in order to Joseph Skager and Patrick Nelson from Rosefinch for the work they put into making this release happen. This soundtrack sees an all new master of the tracks found in the game, which have been painstakingly constructed for your listening pleasure. Rock on!
Got another minor update for you! Version 1.0.4 should be available for download now.
NEW setting to change response timer length
Added notification specifying silence as a valid dialogue response option
Fixed issue with display and audio for metal objects in microwave
Fixed issue with latent haunts
v1.0.3 Update and Mystery Fest
Hey folks,
It's Steam Mystery Fest this week, and Interference: Dead Air is participating! To celebrate, we've rolled out another small update. This update further addresses the "sandbox" endings among other minor tweaks.
And in the spirit of mystery, we'd be remiss not to mention that from what we can tell, there's still at least one pretty big secret that nobody has found.
NEW radio DJ lines to round out various endings
Booth door can now be interacted with to end shift
Tweaked wording of "sandbox" mode notification
Minor cosmetic tweaks to various objects in the booth
And some more [REDACTED] stuff
v1.0.2 Update: The "Microwave" Update
Hello!
Got another small update for you, this time with some bug fixes! Version 1.0.2 should be available wherever you get your Interference: Dead Air.
Bug Fixes
Fixed texture popping when switching between word search puzzles
Fixed rare issue where main menu would show the incorrect camera angle
Fixed issue with logo video not appearing correctly on Windows 7 machines
Other Updates
Added additional interactions to microwave (i.e. cookable ramen)
Added "recharge" time to answering the phone to prevent accidental hang-ups
Made puzzle cube quicker to solve
Increased duration that notifications are on-screen
Updated keys collision and drawers hitbox
Reduced volume of radio blips
Reduced rarity of [REDACTED]
v1.0.1 Update & A Note From the Devs
Hey, everyone!
We just wanted to take a moment to thank everyone who has played the game already! Your support means a lot. We're keeping an eye out for any bugs and feedback, and we will continue to roll out updates to address issues and improve the game. We're a small team with only two developers, but this is our first game and we want to make sure we're stepping up to the plate.
Speaking of which, update version 1.0.1 should be live now! This update addresses some confusion around endings and mechanics:
A notification will now appear when an ending is reached to clarify the "sandbox" mode
Crouching is now explained towards the beginning of the game
"Rotate" and "adjust held distance" mechanics are now specified in the UI for pickup objects
Peep that fresh launch trailer and get hyped, because it’s time — yes, it’s finally time — to interfere! Have a great first day at work.
It's (almost) time to interfere!
It feels pretty surreal to say it, but Interference: Dead Air is officially going to be released this year. On February 2nd, to be exact.
After nearly five years of development, and even more time learning our way through other projects and finding our footing to bring a project of this scope into the realm of possibility, we are really going to be releasing a game. We’ve kept the promise we made to you all (and to ourselves) way back in 2019 when we announced it to the world.
There are so many emotions swirling around a big milestone like this. Of course, we are excited by the idea of people playing and enjoying the game we’ve spent so much of our time and energy on. A little nervous about how the launch is gonna go and how we’re going to fill our time without this game to develop every day.
We’re grateful too – to everyone who has worked with us along the way in big ways and small. To V Publishing, our awesome publisher, who has been working hard to make this release day a possibility. And to everyone who has been following this project and waiting so patiently for the day when you can clock in for your first shift in the booth.
We know the wait for some of you has been long. We are a small team and this is our first ever game release. Predicting how long it would take to see this thing through was never going to be easy, and that’s to speak nothing of the global pandemic right in the middle of it all. We really honestly (if optimistically) did think that 2020 might be the release year at one point. Then 2021. Then definitely 2022.
But 2023 it is. February 2nd (in case you forgot to jot it down the first time). And we can’t be more thrilled for that day to come and for you all to dive in.
We hope to have made it all worthwhile, Corn Dogs. This one is for you.
But wait! Why wait until February to do something about it if you’re excited now? Head to Steam and wishlist Interference: Dead Air TODAY! Like, right now!
At this point we’ve watched three films for the Dead Air Movie Club, a series where we watch and discuss movies that have had some influence on the making of Interference: Dead Air. If you aren’t caught up on these posts yet, check them out below or on our Letterboxd:
Dead Air Movie Club’s goal is to analyze the era of film in which our game takes place. So we thought now would be an apt time to look back at the films we’ve watched so far and examine some common themes. We will also look at how those themes are relevant to the narrative of Interference: Dead Air. As with the previous individual posts, spoilers for all of the films will be fair game, but we will not spoil any specific narrative details for the game. So let’s jump in!
A somewhat obvious place to start when looking for commonalities between these films is the idea of identity. Just what exactly does it mean to be yourself? We’ve already discussed some of these ideas in relation to both Invasion of the Body Snatchers and The Thing. Both of these films use sci-fi to examine the horror of losing your sense of self to monsters that look, sound, and maybe even act like you, but definitely… aren’t you.
(Yeah, I don’t think the real me can do that…)
People have an underlying need to feel secure in their own identity and the identity of those around them. Both of these films leverage this so well to create tension when that sense of security breaks down, and it’s also a tension that came into play when writing Interference: Dead Air. Perhaps these questions don’t arise in the literal “are you a body-snatching alien” sense, but in the sense of how a player’s choices in the game might result in other characters questioning if they are the person they thought they were.
So how does Phantasm fit into this idea of identity? In many ways, it’s through the way the film explores grief. Mike’s journey in the film can be interpreted as a way of coming to terms with what happened to Jody. In losing his brother, he must form a new identity for himself that doesn’t rely on that comforting presence. And it turns out that this way of thinking about grief can apply to all kinds of situations beyond the death of a guardian figure.
In fact, the exploration of identity and loss is also something that we hope will resonate with our players. In various ways, characters in the game are faced with the prospect of losing one another. One of the driving narrative forces is in how those characters respond to that. People experience grief in all kinds of ways. When they do, they must contend with how their own identity must change as a result. This is something Phantasm explores so effectively and it’s something players will have the ability to explore in the game as well.
(Who is the person occupying this security booth really?)
The question of how people deal with identity being lost or changed, both literally and figuratively, is certainly something that connects the three films we’ve watched so far. It connects to the narrative of Interference: Dead Air as well. Our hope is that you will keep these ideas in mind when you play the game. Perhaps they will give you a new lens with which to appreciate the game’s narrative. We’ve certainly felt that way as the ones who wrote it!
But until then, we still have more Dead Air Movie Club to go, so we will see you for the next movie! And don’t forget to wishlist Interference: Dead Air on Steam if you haven’t already!