Pushed through some more bug fixes from last experimental build. Please let us know if any of these don't appear to be working!
Archivists should now drop all item types
Buying on-use items at vending machines should once again make current on-use item appear on the ground
Steam achievements should work again (previous achievements should carry over retroactively when you go into the stats page)
Save functionality reverted - can only save on Level Select now
Dying on Hard Mode Imaginaries should reset movement speed
Controls for on-use items and chalk should no longer overlap
New Experimental Patch (v513)
Hi everyone!
The quality of life at Edgewood is about to get (marginally) more bearable for its downtrodden residents. We'd welcome any help in testing the latest test/experimental patch (v513), accessible through the 'Betas' tab within Steam -> Our Darker Purpose properties.
NOTE: If you already have an in-progress run, resuming the run seems to cause strange doubled pause/option menus. Restarting after your next run should fix this. Please let us know if it is a persistent issue!
Notes
Added ability to save and exit mid-game (not just at level select)
Added numerous instructions everywhere (how to buy at vending machine, etc.)
Added ability to remap gamepad (and overall keymapping interface/default controls)
Added display options for timers for floor and overall run
Added confirmation windows to new game / deleting of progress
Revamped sound control UI
Added handful of sound effects
Fixed few graphical glitches (challenge chests removed from map, friendly dog now has a shadow)
General optimizations to enhance game start-up time and FPS
Reduced ability to "stick" against doors
Increased warning time before The Frozen Few attacks
Revamped Cyndar's Timekeeper fight (gear speed, time bubbles)
The Virtuoso's chair should no longer move during pauses
Expanded interact range for chests and memory room objects
Changed electricity from Van Der Graff to light blue
Fixed My Manuscript! from locking out your attacks (hopefully for the last time)
Fixed Stolen Seconds cooldown display glitch
Reduced vending machine price for a few items (e.g., Escher's Compass)
Experimental patch pushed to live (v480)
For those playing on the live build, the latest incarnation of Edgewood appears stable enough to push live. Stay tuned for additional changes!
Quick list of things changed...
You should now be able to save/exit/resume ONLY in between floors (leaving mid-floor will still result in a death/restart)
Grade levels have been adjusted (expanded the amount damage you can take before dropping from grade B to C and grade C to D)
Normal mode early boss HP reduced moderately (particularly Chapter 1 bosses)
Princess Diaries perk has been buffed slightly
Hollow Day Friend price has been reduced
Admin's Enigma description has been fixed
If you have extra lives remaining, they will now be shown on the character sheet
Room counts have been adjusted slightly (slightly more on floor 1, slightly fewer on upper floors)
New Experimental Patch (v480)
Testing some new optimizations / engine upgrades. No meaningful changes to game since Experimental Patch (v478). Please let us know if there are any crashes.
New Experimental Patch (v478)
Hi everyone!
The halls of Edgewood have shifted again. We'd welcome any help in testing the latest test/experimental patch (v478), accessible through the 'Betas' tab within Steam -> Our Darker Purpose properties.
Please be warned that this is an experimental build and may have more crashes than usual / corrupt your base game files (if something is dramatically wrong..)
Quick list of things changed...
You should now be able to save/exit/resume ONLY in between floors (leaving mid-floor will still result in a death/restart)
Grade levels have been adjusted (expanded the amount damage you can take before dropping from grade B to C and grade C to D)
Normal mode early boss HP reduced moderately (particularly Chapter 1 bosses)
Princess Diaries perk has been buffed slightly
Hollow Day Friend price has been reduced
Admin's Enigma description has been fixed
If you have extra lives remaining, they will now be shown on the character sheet
Room counts have been adjusted slightly (slightly more on floor 1, slightly fewer on upper floors)
Thank you so much for all those still providing great feedback and enjoying Edgewood!
Our Darker Purpose: Winter Festival Update
Dearest Friends,
The Administrators are pleased to announce the Edgewood Winter Festival update! It is that time of the season in which Old Man Winter laughs through his magnificent beard and invites us to look upon the wondrous landscape he has created. Moreover the dormitories are becoming overcrowded again. We recommend students play on the terrace this evening..
Exciting changes in Edgewood:
-New, powerful items are available if you can survive past the first floor
-Some of the weaker items and higher tier classes have also been buffed
-Additional vendor item slot available by default
-Confusion debuff less punishing
-Players can no longer end Krass-Skull's 4-hour invulnerable phase by changing the date in Windows Control Panel
Steam Achievements: Your in-game achievements should now sync with Steam achievements retroactively. Just head to the lore/upgrade tabs and the achievements should sync automatically.
Controller Support: ODP now features native controller support for XBox360 compatible controllers. Key settings are below, but feel free to disable this setting in the options menu if you are already using 3rd party software.
Steam Cloud Saves: Game saves should now automatically upload to the Steam cloud! No more orphaned game states. In theory.
Haunting Melodies: The Our Darker Purpose soundtrack by the extraordinary Nate Fenwick Smith is now available on Steam!
See you in Edgewood!
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Default controller key bindings below:
Left Shoulder = juice box (Q)
Right Shoulder = roll/teleport (Space)
Left Trigger = chalk (R)
Right Trigger = on use item (E)
Back = escape
Start = enter
Right Analog button = interact (F)
Left Analog button = minimap (tab)
Right Analog tilt down = lore (L)
Right Analog tilt right = character sheet (C)
Hallow Day's Update (v459)
Dear friends, we are happy to announce the Edgewood Hallow Day update. Allegations of student unrest, vengeful ink creatures, and the continued reign of Krass-Skull (move speed +40% in this update) are no reason to cease our proud institution's annual festivities. We are confident that the avian skeleton problem last year was simply a statistical aberration.
We have a hallow handful of fun new items for you in this update -- hope you enjoy them. Let us know what you think!
New Experimental Patch is Now Accessible (v455)
Small update to Experimental branch:
<*>Shoelaces now help you run faster as well
<*>Solitary library floor should no longer have a random floor characteristic
<*>A Second and Third Helping should now give XP when killed
<*>Woundwort Fortress defense slightly reduced
<*>Friendly Foot Stools should no longer spawn extra body parts if you pause and unapuse repeatedly during the fight
New Patch is Now Live! (v454)
Latest patch is now live! We won't list all them all out here so if you didn't try the test branch you can discover them for yourself...
-- 9 new items
-- 4 new floor characteristics
We've made a few bug fixes on the new items/characteristics based on feedback on the test branch -- thank you!
-Haunted floors should increase explosion speed over time until everything in the room explodes. Killing everything will make the poltergeist move on though. Fewer coins should drop.
-Edgewood Hall Pass will now only work for uncleared rooms.
-Stolen Seconds should properly disappear after use (not 999 seconds anymore, but permanently!)
New Experimental Patch is Now Accessible (v452)
General Update
Good news! The students of Edgewood discovered some exciting new knick-knacks at the end of the spring semester. Come find them before the Administrators take them away. There's also loose talk of some new irregularities in the building, but those are probably just unfounded rumors. In short, we have a handful of new items and new floor characteristics for you to enjoy on the experimental branch -- we hope you like them!
Yes, this is the first update in a few months. Unfortunately, we are now working full time jobs apart from our efforts on ODP, which means our development time is heavily dependent on whatever time we can get away from work. Given these constraints, we're going to do our best to keep updating and adding to the game, but we can't promise how far we'll get.
If we had our way, we'd pour all of our time into ODP, because we love this game and there's a lot more we'd like to do with it. It's also really fun as a developer adding stuff to the game and getting excited thinking about whether players (you!) are going to think it's fun, how you'll use it, and what you'll say about it.
Controller Support
One thing which we've wanted to add since day one is controller support. We're cautiously optimistic we'll eventually get there. One of the difficulties we've had is reversing controls, so we're considering changing what happens when Cordy gets confused. If you have a better idea for what green smoke could do to Cordy, let us know in the comments below. (Until then, you can still use JoyToKey to play ODP with a controller!)
How to get onto experimental branch
You can access the test/experimental branch via Steam by right-clicking on Our Darker Purpose in your library > Properties > Betas tab > and opting into the Test branch. (No beta access code is necessary, you can ignore that). Warning: Experimental branch may have unusual bugs and/or cause loss of save data!