Last Will cover
Last Will screenshot
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Genre: Puzzle, Adventure, Indie

Last Will

Licking the wounds patch



# Update


It's never fun to have to push a release like this. Beyond the server, we also realised that we have way too many bugs in our backlog that needs to be dealt with.
To clarify, the release date has been pushed to the 29th. This will not alter the release schedule of future episodes.

# Multiplayer


- Increased feedback from server if connection would have any problems.
- Added some error listeners.
- Strengthened connection timeout code.
- Removed elements before connection is established.

# Optimization


- Greatly optimized loading time of the mansion.

# Load / Save


- Bug that would cause some glitchy load/save mechanics fixed.

# Settings


- Client now remembers settings between sessions properly, even on game crash.
- Some audio settings added.
- Exit window grown bigger.
- Audio from creeking cabinets and drawers can now be toggled.

# Notebook


- Escape key now exits notebook instead of opening pause menu, when notebook is active.

# Tutorial messages


- Space and escape now skips tutorial messages.
- Added some additional messages.

# The office


- Cleaned out some shaders.
- Book props can now be examined closely.

# Library


- Fixed bug where some books could become unclickable.
- Fixed hint system crossed wires.
- Reset lever now has freedom to move around.
- Improved audio feedback.

# Achievements


- Fixed snowglobe achievements for each room.

# Entrance hall


- Fixed bug where some letter spinners had to be spun, even if their original position was correct.
- Fixed initial clicking sound.
- Removed some old uncharming assets.

# Dinner puzzles


- Added some options for the generator to make the puzzles both easier and harder.
- Improved shader for item placement indicator.

# Riddles


- Enforced a system increasing the chance of finding "fresh" riddles.
- Added four riddles to the riddle pool.

# Misc


- Fixed bug that could cause some ingame objects to become unclickable.

When force majure hits - Global launch date pushed a bit

Dire news :I It looks like we hit the maelstrom of some other-worldly mess at the same time as we planned launching. I took a decision to push the launch date a little bit, to ensure we have everything under control when people start playing it.

Some servers seem to be under attack. I don't believe anyone is targeting our game specifically, but regardless it would result in us pushing out an experience that would be very shattered.

On the good side, it means we can pack out a couple of more patches, since we discovered some issues that we felt like we didn't have time to answer.

I hope people will brace themselves a couple of days more. Sorry for the panic, but this being my first release, I really don't feel like taking too many chances.

1 Brave soul patch



# Launch plans


We are getting all our ducks in a row, and getting ready for launching tonight. Hopefully it's just a press of a button, and we will be able to enable Last Will to be sold.
We are gathering up tonight at 23:00 (CET +0200) to push the button, and have a cold beer that has been almost half a year in the waiting.
We hope everything will go smoothly. Early access has been enabled for all our pre-order people, so they can get into the game right away.

We have the entire week booked with patches and updates, while we are keeping a keen eye on both the server and the client.

If some bugs should arise, we will jump them and fix them as soon as possible.

# Level selection screen


- Now starts looking at chapter 1, not chapter 3.

# Entrance hall


- Main character now looks straight ahead, and not in some odd angle.

# Main menu


- Settings button directly from the main menu.
- Added some missing faces to the hall of credits.
- Disabled load/save for escape room runs.
- Episodes now display doors, timeframe and unlock date.

# The Library


- Library random formula now has a bit more open range on things it can do.

# Settings


- Settings now accessible directly from the game.
- New toggle : Interface sounds.
- New toggle : Tutorial tips.
- Settings is now accessible directly ingame.

# Basement entrance


- Correcly labeled "Episode ending" not "Act 6".

# Chess room


- Cleaned up AB testing room names.

# Multiplayer


- Fixed bug where player name would appear twice.
- Ensured you disconnect from multiplayer groups, if the player starts a single-player game.
- Disabled load/save for multiplayer runs.
- Fixed multiplayer light position.

2 Many Regrets patch



# Status update
We are getting really close to our public launch date. As soon as all things go as they should, we will launch for early access the 23rd or August at 23 o'clock Danish time (CET +0200).
Development will keep on going throughout both August and September, and new episodes will be unlocked every second week.

# Controls
- Cleaned up some default engine controls no longer in use.

# Unity splash screen
- Sadly, I had to update Unity, and now the Unity splash screen is even uglier. I will buy a Unity Pro licence ASAP to get rid of this.

# Guest wing
- Fixed a lot of bugs in this room. It should be ready to be enabled soon.
- Fixed floating statue bug.

# Lighting
- Reduced lantern strength.
- Fixed some lamp fixtures that sometimes was sunk into the wall.

# Tutorial
- Added a series of small tutorial whispers to the game.

# Passageway
- Cleared out some bugs that could result in an impassable room.

# Chess room
- Added a security check to ensure the door behind you is being closed.

# Client
- game window is now resizable.

# Riddles
- Added a couple of rare riddles to the mix.

# Multiplayer
- Added some encode ensuring that movable objects update on loop.

# Typos
- Took some time out to clean up a whole lot of typos.

3 Generations of Misery patch



# Cross platform


- Updated Mac and Linux builds.

# Multiplayer


- Lots and lots of server stability tests.
- Made a failsafe for moving furniture.
- Fixed audiotape network bug.
- It is now possible to join games that have already begun.
- Set open door action to high priority.
- Ensured people could never be trapped behind doors closed by other players.
- Trying out some new shadow systems for other players.
- Applied soft shadows to multiplayer light sources.

# Load / Save


- Implemented Cloud Save to load-save mechanism.

# Level screen


- Reduced mouse sensitivity.
- Put up launch dates.

# Chess room


- Added hint system.
- Increased spawn rate of the chess room.
- Adjusted lighting.
- Adjusted difficulty, from 8 to 7 chess pieces.
- New completion sound.

# Entrance hall


- Added some new statues to the roster.
- Lantern and letter hints can now move more freely around.

# Study parlor


- Fixed some issues that could cause interaction split across multiplayer sessions.
- Adjusted difficulty and clues.

# General puzzles


- Added a stack of new riddles.
- Eased up sensitivity for drawers to be considered "closed".

# Corridor


- Added hint system.
- Increased randomizer chances.

# Misc


- Fixed bug where lamps sometimes would not properly light up.

4 Corners of the world patch

Loading, saving and multiplayer syncing was on the main menu today. But we also found the time for some hint systems and other neat bits.



# Load/Save
- Fixed some load/save issues. If the black screen bug persists, just try and load the same save again, it usually does the trick. (Will get this fixed)

# Randomization
- Fixed bug that would cause the randomizer to get stuck, always generating the same mansion over and over again.

# Entrance hall
- Fixed stuck position of certain clue elements.
- Weird balcony collider glitch fixed.

# The Office
- Fixed some typos

# Study parlor
- Fixed some more typos

# Room manager
- Fixed bug where a -1th room would appear, messing with the room dynamics.

# Multiplayer
- Removed some dummy text from the login flow.
- Player shadow texture fixed.
- Player mesh fixed, so teeth and eyes dont stick out weirdly.

# Loading screens
- Placed a series of game tips.

# Clue system
- A simple cluesystem has been created for those that are truely stuck. Clues will affect the scores at the end of the game, but will not add time to the clock.

# Weird bugs
- Fixed weird white paper bug, that would open up an empty page on random occasions.

5 Doors to Freedom patch

AKA the big multiplayer patch



# Multiplayer
Long story short, a LOT of bugs have been fixed in multiplayer, and its been going from a rather chaotic multiplayer experience to a rather well-working one over the course of today. We got some core bugs out of the way that really resolved a lot of things down the line. Propably not everything, but a solid chunk.
- Simple ingame text chat. (will be styled later on)
- Player names now displayed below the player name.
- Fixed some huge randomization bugs, causing player mansions to have sharded differences.
- Added improved debug tool for much better bugfinding during multiplayer sessions (toggled on F1)
- Secured certain connectivity-issues.
- Ensured empty seats would be cleared out correctly.
- Added frame and explanation to invite key inputs.
- Leaving a room is now the exit door.
- Disabled the invite steam friend until it works as intended.
- Audiotapes, grammophones and radios now play/pause in multiplayer as well.

# Game menu
- Fixed glitchy textures in level select.
- Players can jump directly to level select
- Prologue shown to all new players.

# Parlor room
- Fixed glitching floor bug.

# Episode cleared screen
- New victory soundtrack.

# Episode 2 - Basement level
- New soundtracks, to better set the scene apart from Episode 1.
- Randomizer learned not to place windows in subterranian areas (since the entirety of Episode 2 is in a basement, no windows should appear).

# Library
- Fixed bug where the room would get randomly solved by just pressing any book.
- Adjusted typewriter sounds.

6 Keys by a Coffin patch



# Clocks


- Time limit set from 60 to 80 minutes on Escape room mode.
- Lines in all clocks now show 10 minute intervals.
- All clocks now chime at at 10 minute interval in Escape Room mode, warning the player(s) how much time they have left.
- Pausing in multiplayer no longer stops the clock.

# Entrance hall


- Some notes added.
- Vase changed to a glass.

# Cellar entrance


- Fixed glitching floor bug.
- Added missing colliders to barrel.

# Dinner hall


- Fixed some bugs discovered by YouTuber cHiLLs, that would make the clues nonsensical.

# Study parlor


- Cleared up some typos and misspelled butterfly names.

# Game over


- Cleaned up the game over screen a bit.
- Fire sound effects added.

# Main menu


- Added a leaderboard shortcut.
- Added timeframe to game menu.
- Ensured that menu elements do NOT play their hovering sound before you actually hover over the item.
- Unlocked the prologue screen.
- Items that go off-camera are now unselected.

# Episode completion screen


- Repolished the episode complete screen.
- Added "go to menu" button.

# Misc


- Inspecting an item could lead to the item forgetting its lighting cache, making it very dark. This is now resolved.
- Remove old terrain assets since they are no longer in use.
- Unlocked a couple of achievements.
- Fixed achievement code so you would be notified right away upon new achievements.

7 Greedy Sibligs patch

7 Greedy Sibligs patch



# Episode 2
- Episode 2 is well underway, and looks like it will be ready for launch. A release schedule has been setup for episode 3 and 4.

# Linux & Mac
- Linux build brought up to date.
- Mac build brought up to date.

# Beta test
- Activated 200 new beta seats.

# Butterfly room
- Ensured multiplayer capability of the butterfly room.
- Added sound effects to better aid the player.

# Dining room
- Fixed multiplayer issues surrounding placements of table objects.
- Fixed some position-clues that were a bit misleading.
- Adjusted some doorshutter triggers.

# Passageway
- Fixed valve and pipes for multiplayer.

# Main menu
- Added some additional interface sounds.
- Fixed some credits frames.

# Library
- Library elements fixed for multiplayer.

# Multiplayer
- Improved initiation call for multiplayer inventory items.
- Fixed client so it only connects to the multiplayer server if you actually visit the multiplayer section.

# Achievements
- Fixed a bunch of stats tracking achievements.

# Load / Save
- Gotten a long way in Load/Save. Not quite there yet, but next patch should have it.

8 Dark Hallways patch



# Multiplayer


- New feature : Play with your friends on multiplayer. There might be some bugs surrounding multiplayer still, but we are hard at work on it. Explore at your own peril for now.

# Load and save


- We have been working on a lot of load/save functionality. Unfortunately we dont have full saving working yet, but hope to put it in tomorrow.

# Game lobby


- Episode doors now explain what needs to be done in order to unlock them.
- Reworked the multiplayer menus.
- Reworked some lighting issues.

# Entrance hall


- Custom exit door messages.

# Basement entrance


- New cross-section between Episode I and Episode II.
- Episode II is still locked away due to some memory issues, but we will hopefully be able to let beta-testers go there soon.

# Localization


- Built the groundwork for localization. We are not sure which languages we will localize for, but we are working on it.

# Lighting


- Fixed bug where entire lightsources would become pale white.

# Office


- Switched some materials for better visuals.
- Adjusted physics surrounding chairs.
- Recolored hidden room to look less shiny.

# Library


- Adjusted weight and drag of chairs.
- Fixed passive doors.
- Fixed some door scaling issues.

# Notebook


- Fixed bug where hitting escape allowed you to have the notebook open while running around.

# Misc


- Painting shader is now more "paint"-like.
- Fixed UI hierachy so level introduction panel no longer overlaps with other UI elements.
- Fixed pause screen so it always appear on the top of the UI.

# Backups


- Burned a hardcopy version of all sourcecode and media material, just to be safe.