Hey everyone, firstly I wanted to apologise for how long this took, I did plan on releasing this weeks ago like I said in my last post, but I had a massive issue right before releasing it where multiplayer just... stopped working, I won't get too technical but I had to completely port my project into a clean project which unfortunately took me 3 weeks to do, as I was focusing on trying to fix the none-issue, and I didn't even know porting it would work.
Because I want this as perfect as possible, and this is all completely new to me, I'm going to do everything in a Tier system, so I don't have to focus on trying to get everything compatible with mods all at once, and I can focus on each element giving it the love and attention it needs. I don't know what will be the next "Tier" but our first one is custom maps.
Players from inside the main menu now have the ability to upload custom maps to the steam workshop for anyone else who plays obsideo to try out, and play with their friends.
Please, please, please read the documentation I've linked at the top as it explains exactly how to go about uploading these mods, where to find them in your Obsideo directory, and how to share them with your friends, its vital that you read and understand the documentation before trying to upload a custom map.
I will be improving upon and adjusting the documentation based on user feedback, so if you have any, let me know below!
Obsideo now has a built-in level builder, this means anyone who owns Obsideo can make custom maps for it, you don't need to download Unreal Engine, or use any other software, I want it to be as accessable to everyone as absolutely possible, and I believe this is the best way to do it.
Again, like I said above, please read the documentation when stepping into this, theres a lot of "Hidden" features that are required to make each map actually playable and fun, if you have any suggestions for the documentation on this, I'd love to hear them too!
Thank You
This has been an update I've been wanting to do since I released Obsideo 3(!!!!) years ago now and I'm so happy that it's finally here, and everyone can get to making their own maps for the game. As I said above, theres a lot more to come from modding, from custom interactions, all the way through to custom ghosts, I want you to be able to make whatever you want inside of the Obsideo Universe, I can't wait to see what you all come up with, thank you again everyone!
- Kyle.
Shift to 5.3, 3 New Ghosts, Full Controller Support
The Shift To UE5.3:
This is unfortunately probably the main reason this update is as big as it is (sorry), but it was very much a necessary step, as I had lot of issues with the previous version I was running, which was just holding Obsideo back.
Mainly the input system and procedural generation, I know that hearing procedural generation might be worrysome for a few of you, considering thats the last update I did before leaving, but I promise this time round its going to be better, its only going to be for interactions.
The current way I have everything set up is I have to manually go around and place each interaction at a specific location that I give it, but with this, I'll be able to fill all the walls at once in the entire house with knives, or crucifixes, or whatever. It's one of the first steps towards improving interactions that I talked about in my last post.
This also sets us up nicely for custom modded maps, as I don't want modders to have to go around and place each interaction in specific locations, as that's extremely tedious and a complete waste of their time, that they could be using to make the maps better, when this system if completely up and running is when I'll be comfortable opening up the game on the steam workshop, which is hopefully very soon.
With the input system, I had lots of issues with peoples keys being unbinded, or not saving, or just completely not working at all, this should fix all of that, and it now makes it so you can map keys to anything, from your keyboard and mouse, to a game controller, everything should work.
Three New Ghosts:
These will come with all new interactions, never seen before in Obsideo, these are also a step towards changing up the houses, making them feeling a bit more interactive, and I can't wait to see what you all think of them.
Zarux
My original supernatural entity, which isn't from our world.
Strigoi
An extremely violent ghost, willing to do whatever it takes to stop an exorcism.
Phantom
A more active and violent adaptation of the shade.
Fixes and Changes:
Fixes:
Fixed a bug where all electroics were missing
Fixed a bug where it would leak rain inside
Fixed a bug where clients couldn't see the exorcisms at all
Fixed a bug where dead clients were still visible
Fixed misplaced bathtubs
Fixed a bug where the basement TV would always be possessed
Fixed a bug where 1, 2, 3 keys weren't set my default
Fixed a bug where dropping laser grid would cause it to create a random bit of smoke that killed FPS
Fixed a bug where the REM POD would continue to give evidence after the ghost has been exorcised
Fixed a bug where you'd always get EMF 5
Fixed a bug where laser grid would stay red, even if the ghost has been exorcised (it now moves between green and red)
Fixed a bug where the Geiger Counter would continue to give evidence the ghost was exorcised
Fixed LOD of bushes on Palmerston Street
Fixed lightswitch hitbox issues
Fixed clipping issues on Thompson
Fixed clipping issues on Hayward
Fixed a bug where Farm lane had a light on at the start
Fixed a bug where bert didn't doo all this interactions
Fixed a bug where ghosts wouldn't do their common interactions
Fixed a bug where footsteps weren't occluded
Fixed a bug where resetting keys didn't work.
Fixed a bug where pressing escape would reset your sensitivity.
Fixed a bug where players sometimes couldn't walk through Potts road door.
Fixed a bug where it would rain inside on certain maps.
Changes:
Added doors the to the kitchen sinks
Gave Hayward street toilet a lid
Added a beep to the rempod
Changed stab walls knife to a kitchen knife
Improved candle VFX
Added an "Are you sure" before selecting a ghost
Temporarily removed shove. I've noticed that it's being used by players to bully other players in a way that wasn't fun for the player being shoved, so I'm going to work on adjusting it and making it better, until then, its gone. Sorry.
Thank You Everyone
Sorry for taking a whole week to get this one out, upgrading to 5.3 caused lots of issues that I wasn't expecting so I've just been working through cleaning all that up. In saying that, besides from minor fixes here and there I'm probably going to be pushing for every friday to be "patch day" as that will take the stress off of me, and gives me more time to comb through everything. I know none of you are putting that pressure on me, but I really want to make Obsideo the best I can, so I force myself into these weird and ridiculous deadlines, where I've seemingly been breaking more than I've fixed.
Thank you again for all your support, I can't wait to see what you think of these new ghosts!
- Kyle.
Ghost Elim Searchbar + Fixes + Current Future Plans
This Patch:
Ghost Eliminator Search Bar
Probably one of the most requested features is finally in the game, you can now search through the interactions in the ghost eliminator, making it much easier to filter down what you're working with. In the future I'll also make it only display interactions that the filtered ghosts can do, which will also make it easier, but this is at least a big step towards that.
Fixes
Fixed pin chair going in Palmerston wall (I also think that's what was causing issues with the light switch as that also works now)
Re-fixed the Potts road wall, I have no idea how this broke again...
Fixed fireplace poking through on Palmerston Street
Fixed backdoor being unusable on Palmerston Street
Removed the Rusalka double-up interaction
Decreased Palmerston Street truck lighting
Fixed some "god spots" on Potts road, where you could get but the ghost couldn't
Reduced the height of some of the rugs, meaning books should no longer go missing under them
Fixed items that would bounce around when placed
Fixed salt floating if you "dropped" it
Fixed all ghost exorcisms to show the model during exorcism, instead of only showing the shade
Fixed a bug where players would get an old incorrect loading screen
Fixed a bug where you'd get no loading screen after ending a game
Fixed a bug where swapping weapons would sometimes cause you to be "Holding" something invisible
Fixed a bug that made it impossible for some players to remap keys
Fixed a bug where keybindings were being incorrectly displayed (blank or wrong key)
Fixed a bug where dead players could run into the ghost, stopping a hunt
Changes
Added a catcher under all the houses, if a object falls through the map, it will now be placed outside the truck
Added sounds for when interactions happen (painting sliding down walls, ball getting thrown)
Added sounds for dropping items
adjusted baseline brightness to make it darker inside
Re-added tips to the loading screen
Removed Hide having its own key, its now just the same as your interact key
Made all your equipment slots remappable "1, 2, and 3" by default
Removed player collision
More Environment Improvements
Before this update, if it snowed, or rained the outside of the houses would still be quite flat and dull, I've address and fixed that in this patch, as you can see by the photo below, as it rain or snows it will slowly build up outside, this doesn't really affect much, but its nice to come outside after a blizzard and see that it's actually affected the world in some way. Hopefully this adds a bit more to the immersion.
Future Plans:
I realised I never really laid out, or told you guys what I would be working on next, so I'm going to start doing that at the end of each devlog.
VR
The main reason this patch was so big is because I started working on the backend for VR, I can't stress enough that this is still quite far away from being anywhere near ready, but I do have a pretty decent working prototype currently, and I will continue to work on it in the background, this isn't coming out anytime soon as I want it to be absolutely perfect, but I also wanted you guys to know that I am working on it. I plan on this coming out AFTER modding.
I'll keep everyone updated as I make more and more progress, and maybe throw in some videos here and there, but for now we're at a spot where you can pick up and use the equipment, so I am making steady progress.
Improving Interactions
I'm not overly happy with the current stage of interactions, they feel a bit bland, or forced, and they're extremely linear, so I've started working on that. Firstly I want to make the current interactions "better" for example throwing plates doesn't really do anything besides create a plate at a location, there's no big smash, or bits of plate scattered about as it smashes down a hallway, so I've started work on just that:
In terms of moving away from making them linear, I'm looking at exploring the possibility of the ghost deterioring the house overtime, instead of just "cracks/smashes door" being an image pasted over the top, I'd like for it to take chunks out of the door, which the ghost will also be able to see you through:
The idea is to also have them eventually break the door if they've done enough damage to it. I'm open to suggestions and ideas regarding this, as interactions are the core of Obsideo, so I want to make them as perfect as possible.
Thanks For Reading
Thank you again for all your support everyone, in my last update I did I mentioned we've moved out of mixed and into mostly positive, and you guys went and blew that out of the water by putting us into "Very Positive" words can't describe how happy to makes me seeing how much love you all still have for this game.
- Kyle.
Item Placement Changes - Bug Fixes
Item Placement Changes
Previously when dropping items they'd just fall out of your face, and sometimes bounce/roll around on the floor, this made it quite annoying to get evidence for certain equipment, mainly the laser grid.
This should now be fixed, if you're within a certain distance from the floor you're looking at, and drop your item, you'll carefully place it on the floor instead, this means that when you place equipment it will always be the right way up, hopefully saving you so much time fiddling with placements.
This should also fix any issues with the book or other equipment going through the floor, as they're now being placed perfectly on the ground.
Fixes
Added a steam achievement for bert to steam
Fixed a bug where clients would have a completely random model when they died (a mechanic)
Fixed a bug where you would see the UI for the thermo/Geiger if it was on when you picked something else up
Fixed all issues with hearing the inside sounds when outside
Removed floating toothpaste
Removed floating curtains
Removed floating rack
Fixed Yureis screams not being affected(effected? who really knows) when you adjust your audio
Fixed a bug where it was imposible to get the achievement for exorcising a Yurei
Fixed wall being too far from the bathtub in Potts Road bathroom
Changes
Renamed "Crucifix" to "Wooden Cross" hopefully this will stop people getting it confused with the Jesus statue
Adjusted chairs in Thompson street allowing you to more easily navigate downstairs
The discord link has now been updated as well, so you should be able to join the discord now. Thank you again to everyone that's left positive reviews, we're now out of mixed!! If you're enjoying the game, and haven't left a review yet, please consider doing so, as it massively helps me and Obsideo out.
Thank you again everyone!
- Kyle
Hold Three Items + New Ghost
Hold Three Items
Due to popular demand, I've gone back to the old system of allowing you to hold up to three different pieces of equipment at once. You can also use all three at the same time, for example you can have the geiger counter and EMF on your belt while walking around with the thermometer to get readings from each piece of equipment at once.
New Ghost: Bert
Now, I was going to wait till halloween to re-add Bert into the game, but it seems he's much more loved and wanted than I originally anticipated, so I've gone ahead and thrown him in early for everyone, along with a bunch of new interactions completely unique to him, I can't wait to see how everyone gets on against him.
Fixes
Fixed resolution not changing in fullscreen
Fixed settings menu appearing on your screen for 0.5s whenever someone joined
Fixed a bug where evidence would repeat itself in the mission report
Fixed a bug where clients don't get XP
Believe to have fixed items going through the floor, I can't replicate this at all, so if anyone can get me videos of it happening that'll be amazing.
Fixed a bug where it wouldn't tell you how to stand up after being pushed over
Made the "Kills houseplants" look more like deadplants
Sorry this took so long, I had a lot of issues moving the system from holding 1 item, to holding 3, but it's finally done now at least.
I'm also looking at re-doing the trailer and adding more photos to the steam page, so if you have any funny, interesting, or unique videos then I'd love for you to send me them, if you're comfortable with them being used in the trailer!
Thank you again everyone,
- Kyle.
Dynamic Weather + Mission Report
Dynamic Weather
Added a fully dynamic weather system, there's currently 6 different weathers you can get, ranging from a clear sky, all the way to a fully raging thunderstorm.
These should significantly increase the immersion, as you're creeping around the house, hearing the wind howling outside, or the rain hittin the roof, and they just add that nice extra bit of depth to each of the environments.
Mission Report
At the end of every failed exorcism the host will now get a message informing everyone of what they did wrong, from ghost type, to missed evidence, this should help either identify bugs in the exorcisms, or allow you to reflect and learn how to use the equipment better if you think you didn't get something, but the mission report says it was there.
Fixes
Fixed a bug where the rempod sometimes wouldn't go off at all, causing it to not be detected as evidence
Fixed a bug where the Strzyga couldn't be exorcised
Fixed the option for "Hide" not being in the settings menu
Changes
Added apperitions, if your heartrate gets too high, you'll start seeing things only you can see.
Reduced the starting heartrate from 80ish to 60ish
Changed DOTS, as the old way DOTS displayed evidence was confusing people, so it's been changed to something more visual.
Thank you again everyone for your support, more updates coming very soon :)
- Kyle
Achievements and Ghost Eliminator
Ghost Eliminator
Added a ghost eliminator, helping you to narrow down the ghost by ticking off interactions that you've seen. I will be improving this over the next few updates by adding a search function, and only displaying interactions that can happen based on what you've selected, but for now this certainly helps.
Steam Achievements
I've added Steam achievements for each ghost type, now if you successfully exorcise a ghost, you'll get an achievement for it. I will also be adding new achievements as we progress but this should keep everyone busy and be a nice start.
Fixes
Fixed "Default text" in lobby
Fixed Radios in Hayward Road
Fixed Headbob not saving
Fixed "Shove" not having a default key
Fixed lights in Potts road bathroom not turning on
Rotated lightswitch in potts raod
Fixed a bug where it would say "None" for the ghost type, after a successful exorcism
Fixed an bug with the anti-rad pills needing to be taken even if no radiation was detected
Changes
Ajusted Starting Sensitivity
Changed the model for the "Throws Plates" to more closely resemble a plate
Improved VOIP codec/bitrate
From Me
Thank you so much to everyone that's shown me nothing but love and support, you've all been absolutely amazing, I honestly can't put it into words how much it means to me. I hope this is a nice step towards making up for lost time, and tomorrow I've got an even bigger update planned, so keep your eyes open for that!
- Kyle.
Unreal Engine 5
Where I’ve been
Hey everyone,
I think the first thing I address should be where I’ve been and why there was such a big absence, to start it off I honestly didn’t expect releasing a game to take such a mental toll, I became obsessive over everything and it ended up consuming my life, and affecting my mood if the reviews dropped even slightly, I was miserable and hard to be around, and I needed to take a step back for my sake. I completely understand that this isn’t going to be good enough for a lot of people and I will put in the effort to “win you back” and show you I’m just as committed to this game as I was on day one, which is why I decided to rebuilt it from the ground up, to make sure we had a perfect foundation to build upon. I’ve also got precautions in place to make sure I don’t fall into that mental hole again, so I won’t be going anywhere, again, sorry for disappearing, I just had to do it for me. Now let's get onto the more interesting stuff.
Unreal Engine 5
I’ve completely rebuilt Obsideo from the ground up using Unreal Engine 5. This upgrade means the game will look significantly better and is now optimised for multiplayer, providing a much stronger foundation for future updates. Since I had to teach myself this new engine, finding and fixing issues might take a bit longer, and updates might be slower at first.
The performance improvements are substantial. Some testers have reported hitting 400fps (on low settings) in certain maps with lights on. This is a huge leap from the previous version, where turning on more than four lights would drop the frame rate to an unplayable 5fps. Even if you’re not into the technical details, you’ll notice that the game looks much more beautiful now. The textures, lighting, and overall visual fidelity have been greatly enhanced, making the environments more immersive and atmospheric. This visual upgrade not only improves the gameplay experience but also adds a new level of detail and realism to the haunted locations you'll be exploring.
Using UE5 has allowed me to create more complex and eerie environments that heighten the horror experience. The dynamic lighting and shadows now react more realistically, making every room feel more alive—and more terrifying. The reflections and ambient effects contribute to a deeper sense of immersion, pulling you into the haunted settings like never before:
Steam Audio
One of the great benefits of using UE5 is the ability to integrate Steam Audio easily. This makes the soundscape in Obsideo much more immersive by taking into account room size, wall thickness, and object material when calculating reverb and occlusion. These features were not possible in the Unity version of Obsideo, so this upgrade significantly enhances the “audio experience”.
New model
With the new engine it gives me the flexibility to improve other parts of the game such as the player models. These new priest models look way better than the old ones, which honestly looked like they were made of clay. The new models also allow for more detailed customisation, which I’ll talk about next. Here’s a preview of the improved character models:
The new priest models feature higher-resolution textures, more detailed meshes, and improved animations. This makes the characters look more lifelike and expressive, enhancing the overall visual quality of the game. The updated models also support more advanced shading and lighting techniques, which further contribute to their realistic appearance.
In addition to the visual improvements, the new priest models offer more customisation options. You can now change various aspects of your character’s appearance, including their clothing, accessories, and even adding blood on their face. This level of customisation allows you to create a unique and personalised character that reflects your style and preferences.
I’ve also added new animations and gestures for the priests, making their movements more fluid and natural. These improvements help to bring the characters to life, making the game feel more immersive and engaging.
Customisation
With the new priest models, there’s now more in-depth customisation. Previously, you could only change the belt colour, which wasn’t very exciting. Now, you can unlock more clothing options, like adding blood to your face or getting new boots.
You’ll also notice new ways to customise your profile picture and borders, giving you a greater sense of accomplishment as you progress. This deeper customisation makes your in-game character truly unique. Each customisation option is earned through gameplay, rewarding you for your achievements and making your character stand out.
New levelling system
I’ve revamped the levelling and XP system to make it more engaging. Instead of only getting XP for exorcising a ghost, you now earn XP for completing various steps, finding evidence, and discovering new interactions.
This should make levelling up faster and more involved. I’ve also added some backend features that will be introduced in future updates, perks to help you protect yourself against ghosts. These features will add more depth to the game as they become available.
The new levelling system is designed to reward players for all their efforts, not just the final exorcism. This means you’ll be earning XP for tasks like identifying ghost types, using equipment correctly, and surviving encounters. It adds a layer of strategy to the game, as you’ll need to balance risk and reward to maximise your XP gains.
Push mechanic
There’s a new gameplay mechanic to help you survive ghost encounters. If you find yourself in a tight spot with a ghost, you can now use a push mechanic. This doesn't have a key by default, you can set one in the settings, you can knock your friend to the ground, giving you a brief moment to escape while they recover by rapidly pressing the spacebar. This adds a strategic element to multiplayer interactions and can be a lifesaver in dire situations.
The push mechanic introduces a new layer of strategy and tension to multiplayer games. It can be used to save yourself in a pinch, but it also requires careful consideration. Using it at the right moment can mean the difference between life and death, but it can also strain relationships with your teammates.
Being Dead
A common complaint was that there was nothing to do once you died. To make being dead more interesting, I’ve added a feature that lets you use your ghostly powers to summon and launch a glass bottle. When the bottle smashes, the ghost will be drawn to the sound. You can use this to help your team escape or lead the ghost to them, adding a new layer of strategy even after death.
This feature makes the afterlife much more engaging. Instead of just watching your teammates, you can now actively influence the game. Whether you choose to help your team or create chaos is up to you, adding a fun and unpredictable element to the gameplay.
I’ll also be looking at adding other ghostly abilities that you can use while dead, such as making eerie noises or moving objects. These abilities will hopefully give you more ways to interact with the environment and your teammates, keeping you involved in the game even after death. The goal is to make sure that every phase of the game is enjoyable and interactive, regardless of your living status.
Starting outside
Another complaint was that outside was boring, with nothing to do when lowering your heart rate. Now, you start outside, which passively reduces your heart rate as you collect equipment and regroup with your team. It’s a small step, but it makes the game that bit more engaging.
Starting outside gives you a chance to prepare for the investigation and strategize with your team. You can take your time to choose the right equipment, discuss your plan of action, and mentally prepare for the horrors ahead. This makes the beginning of each game feel more purposeful and less rushed, as opposed to being thrown in head first like you previously were.
Additionally, the outside environment has been designed to be more atmospheric and immersive. With detailed scenery, ambient sounds, and in the future I’ll be adding more to this, such as dynamic weather effects to make the outside area feel alive and add to the overall tension and mood of the game.
Hiding spots
The last major complaint was that the game felt unfair because you could sit silently in a room and still get killed if the ghost decided to walk in. I’ve added various hiding spots around each house, such as wardrobes. By pressing ‘H’, you can hide inside and avoid being seen, even if the ghost is in the same room—unless they see you go in. Here’s an example of one of these hiding spots:
Upcoming
The first next major update I want to do is modding support, I’ve already got it working in editor, there's just a few issues I need to iron out first before I have the confidence to push it public to everyone. So that’s at least worth sticking around for.
End
There’s probably a lot of other stuff I’ve completely missed or forgotten all about, and I’m honestly happy with letting you all get back out there and explore the game again. I hope you can find it in you to give me, and Obsideo another chance, and I can’t wait to see what you all think of it.
All the best,
- Kyle.
Fixed Exorcisms
Bug Fixes:
- Fixed exorcisms not starting/failing when they shouldn't have if they did start - Fixed ghosts not randomly appearing - Fixed blood in bath interaction crashing the game
Thank you everyone for reporting them!
New Ghost, Procedural Generation, and Twitch Integration
Introduction
Hey everyone, firstly I want to apologize for the lack of updates on the game recently, this year university has been extremely full-on, and I haven’t had much time to do anything outside of it. I promise I am still extremely passionate about working on Obsideo, and with all the stuff I have planned in the future only makes me more excited, although I do need to point out that I’m still at uni this year until at least November so please don’t expect a massive amount of updates, they’ll 100% be more updates before then, but they’re likely to just be bug fixes and tweaks until then, but like last year I’ll then be able to go full-time on Obsideo again for a few months.
I’d also like to add that the fact that you all are still playing the game, and enjoying it honestly means the world to me and is a huge driving factor in putting out updates and trying to give you guys the absolute best experience that I can create, and I really hope that this update is a big step in that direction.
Procedural Map Generation
This is probably by far the most anticipated feature to come to Obsideo ever since Nuzzgard first demoed the game back in 2021, and it has been something I’ve been chipping away at ever since. Before we take a look into procedural generation, I can’t stress enough how this is still an extremely early example of it, and certainly isn’t representative of what I’m going for with procedural map generation within Obsideo, this is merely to gauge where it’s at performance-wise, and any visual/technical bugs we may encounter so I can start to work them out, and we can get a more refined and enjoyable experience, which I don’t currently think it is.
All this being said, where is it currently at? As of right now we only have one option if you want to try it out, and that’s “Catacombs”, which has a few changes to make it work with Obsideo’s gameplay mechanics the major ones are: “Unlimited Sprint”, you’ll notice you no longer have a sprint bar, that’s not because you can’t sprint inside the catacombs its because your default movement speed has been upped to the default sprinting speed, so it’s pointless putting the extra UI on your screen, another one is how you “regain” heart rate, as you can’t just go outside, the equipment room is now where you go to reduce your heart rate, the final addition is a map, pressing “M” on your keyboard will bring up your map, which is currently just a very basic skeleton blocked out map, of the catacombs that was generated for you, as you can see here:
Another issue is interactions, to start with, as some of the interactions require you to be outside to see them, they now have interior variations, but ones like “Turns On Kettle” or “Turns On Stove” felt too far-fetched for the environment, and was more immersion breaking than anything else, so I’ve decided to keep them out, for now, let me know what you think and if they’re absolutely needed I’ll put them back in. The breaker has also been changed to a generator that you can find sitting somewhere in the Catacombs, this is what powers the flood lights seen throughout the Catacombs. Lastly, since a fireplace didn’t really make sense in there either, I’ve changed it to be a campfire, so if you get ghostwriting, make sure you find the campfire, turn it on (same way as the fireplace), and throw the book onto it.
Also, when loading in you may get bounced around for a few seconds, or end up on “the grey planes”, just give it a few seconds to generate the equipment room and it should teleport you there, typically it happens instantly and you won’t notice it, but don’t freak out if you’re zipping around the map for a few seconds!
Regardless I hope you’re all able to still enjoy giving the new Catacombs map a few play-throughs, but I can’t stress enough that it is just a steppingstone, leading us to significantly more exciting locations such as: prisons, asylums/hospitals, offices and hopefully in the distant future, completely procedurally generated houses. Here's a few photos of the Catacombs to show off where it's currently at:
Twitch Integration
Another feature that I’ve been teasing within my content creators is Twitch integration, now if you’re streaming, and have connected your Twitch account by pressing “F10” in either the main menu, or lobby, your chat will be able to interact with your game in a very basic form, while you’re playing a message box will appear in the bottom right corner, and chat can vote on what they want to happen, this can range from increasing your heart rate slightly, to starting a hunt instantly. To vote on an option, all they need to do is type either:
• !a - for the top option • !b - for the middle option • !c - for the bottom option
Right now, like everything else its extremely barebones, but it’s a step in the right direction, in the near future I hope to expand on it by giving streamers the ability to set what they want to enable/disable (for example if they didn’t like the instantly start a hunt, they could just remove it), I also want to give streamers the ability to set special actions for donations, raids or subscriptions.
I would heavily advise hiding the twitch panel from your stream as it does contain/display your streamer ID, so it’s best to keep that hidden if you’re setting it up live. This is also currently single-player only, I may expand on it in the future to open it up to multiplayer if it feels right, but as of right now while its still in testing, I've kept it single-player only!
Pontianak
From my experience with launching the last ghost, it appeared that you guys preferred it when I didn’t just give all the information on the ghost away, and just let you find it in the game, although I will give a bit of a clue, make sure to check the basement often!
Until Next Time
Lastly, I want to thank all of you that have stuck around and supported Obsideo even when it looked like I’d “given up” on the game, I promise there’s a lot more to come in the future, but until then, thank you!