Nvidia's latest drivers are a potential cause for a recent game crash while you are attempting to leave the "playroom" upstairs in the house.
We have a suggested fix which has proven to be fully effective. Try to roll back your Nvidia driver to a previous driver "381.89" . We can't promise that it will work but it appears to be working for all.
Nvidia is aware they are having some issues with the current driver and are actively working to resolve it.
Thank you all for your continued support!
PATCH 0.8.3.1 NOW LIVE
UPDATE 0.8.3 NOW LIVE
UPDATE 0.8.2 NOW LIVE
UPDATE 0.8.1 NOW LIVE
Hello all.
Again, we want to thank you for the great support as we continue the path to the final game build. Today’s Update notes are provided below. These updates should resolve some of your recent concerns as well as fixing some annoying bugs. Please continue to share your comments, suggestions and bug notes. You’ve all been so helpful and we can’t thank you enough.
SAVE SLOTS:
<*>[NEW] ADDED 4 SAVE SLOTS: (This allows players to have up to 4 concurrent saved games.)
<*>[NEW] AUTO SAVE HAPTICS: Both controllers will vibrate 3-times notifying the player when the game is saving.
ANTI-CHEAT SYSTEM:
<*>[NEW] IMPROVED ANTI-CHEAT SYSTEM: Players will now see black and teleport back a short distance when trying to clip through walls. If the player is stuck in a wall for more than 3 seconds they will be teleported to a safe location.
<*>[NEW] Players will no longer be able to clip through locked doors.
GENERAL FIXES:
<*>Fixed a bug where the journal was floating on the staircase.
<*>Fixed a bug where the player could not go through the fireplace after continuing their game.
<*>Fixed a bug where the player could not walk through the dining room doors when they were open.
<*>Fixed missing texture issues.
<*>Collision bug fixes and improvements.
<*>Audio bug fixes and improvements.
<*>Graphical bug fixes and improvements.
<*>Extended battery life of flashlight in beginning of game.
UPDATE 0.8 NOW LIVE
UPDATE 0.8
First off, a BIG THANK YOU to everyone that has contributed their ideas and opinions to our "Early Access" build of 'Paranormal Activity: The Lost Soul'. We're extremely grateful for your contributions to this final stage of development, and the hilarious reaction videos that have flooded the internet, keep them coming!
You all spoke, and we listened. With our first Update 0.8 we added several locomotion options including decoupling the head for those of you who prefer to control the direction you move independently of where you're looking. We still suggest our default scheme as the smoothest experience, but the choice is now yours! The game now also supports a forward-facing experience!! We knew this was important for HMD owners without the room or additional equipment for a true room-scale experience.
Lots of updates coming soon which include but are not limited to Tweaked animations, bug fixes, added VFX, lighting fixes, audio fixes, save system tweaks, added scares, randomization of items and scares, and much more.
Again, THANK YOU for all for your input! We'll continue to provide updates and patches in the coming weeks, so please keep sending us your thoughts on how we may improve your gaming experience.
UPDATE 0.8 DETAILS
*LOCOMOTION SYSTEM* (Players now have multiple locomotion options)
<*>[DEFAULT] Head/Camera - The player moves in the direction they are looking
<*>[NEW] Hand/Controller Directional Motion - Directional motion is dictated by the direction of the controller, leaving the player's head free to look in all direction while moving through the VR world.
<*>[NEW] Rotational Options - Incremental rotation has been added to the options menu
*GAMEPLAY EXPERIENCE OPTIONS*
<*>[NEW] Forward-Facing (seated or standing) experience now available. Player's have the choice of playing in room-scale or forward-facing.
*LONG LOADING SCREEN TEMPORARY FIX*
<*>Loading Screen now shows a temporary loading screen image which displays ONLY in the mirrored window, but currently cannot be seen in the HMD.
*Please note the loading screen issue will be fixed in an upcoming update.
*VIVE DEFAULT BUTTON LAYOUT UPDATE *
<*>[VIVE] Cycling though Inventory has been moved from the touch pad and is now located on the ”GRIP” buttons.
<*>[VIVE] Default Head/Camera – Controller based movement is now isolated to the touch pad with the option to make Left or Right handed, with the opposite controller having the option for Incremental Rotation using the touch pad.
*OCULUS DEFAULT BUTTON LAYOUT UPDATE*
<*>[OCULUS] “TRIGGER” Button is now used to scroll through inventory items and the “GRIP” button is assigned to interactive objects (picking up items, opening doors etc.)
<*>[OCULUS] A "CROUCH" button (B) on Right Hand controller and (Y) on Left Hand controller has been added for "Forward-Facing" setups
*ANTI-CHEAT SYSTEM*
<*>[NEW] Players will no longer fall through the floor when putting their heads through walls (cheaters!) - We'll are still fixing the cheating issue with sticking your head through doors in a future patch. Try not to cheat your way through the game. Spend time exploring and experiencing the environment.
<*>Teleport/clipping bug associated with the playroom closet vent was fixed but still needs more engineering and will be addressed further in an upcoming patch
*MAIN MENU OPTIONS*
<*>[NEW] Player can now choose between "Right/Left Handed" controls
<*>[NEW] Player can choose if movement is based on head or controller direction
<*>[NEW] Player can now choose the degrees of the "click turn" rotation (Click Turn is off by default)
<*>Brightness tab has been removed until it can be fixed
*TUTORIAL*
<*>[NEW] Choice of Room Scale or Forward Facing experience
<*>[NEW] Tutorials have been updated to reflect the new locomotion options, experience options, and control options
*RELOCATION OF HIDDEN ITEMS*
<*>[NEW] relocated certain quest items for fresh gameplay to counter online spoilers.
*BUG FIX*
<*>FIX - When Loading into a saved game (Selecting “Continue” from the Main Menu) ALL previously collected Inventory Items will be available in the player’s inventory in accordance to the Last Saved Checkpoint. (NOTICE: Items that have been collected but DO NOT appear in inventory will appear in the in game “Journal” and are NOT Inventory items.)
<*>FIX - Sockets on some items around the house have been updated
<*>FIX - Nav-mesh/Anti-Cheat system update
<*>FIX - Tweaks to collision on some items in the house
*Stay tuned for more updates and patches @pavrgame (Facebook, Instagram, Twitter)
GENERAL UPDATE CONVERSATION
Thank you all for the great comments and support, we can't thank you enough. Please continue to share your bug notes, found glitches, and awesome suggestions during this Early Access process. It is our goal to make sure your gaming experience is a great one as we work to deliver the Final Build.
We also wanted to let you know that we are aware of the issues that some of you are experiencing. Below is a list of some of the items we see as consistent for many.
1) The Long Loading Black screen: This being worked on currently and we hope to that resolved very soon in an update. its on the top of our list.
2) Another top of the item list are the alternate movement options. again, we are on that and will be included very soon in an update.
3) Game being too Dark: we are working on fixing the Menu BRIGHTNESS tab which had a bug. its being worked on and will show up in one of the upcoming updates.
4) Flashlight Battery Issue: We are on it, and again will be addressed in one of the upcoming updates.
5) Vising Out Rooms: Another bug which prevents the rooms becoming black as you poke your head or walk through doors or walls. this is being addressed as well and will be included in an one of the upcoming updates.
There are obviously many other bugs and updates we are working on, and will be addresses in a series updates. THANK YOU ALL for the great support and for being part of the growth of our game and its experience. you are all Rock Stars!
MOVEMENT SYSTEM
Thank you all for the great support and honest comments. We are obviously disappointed that some of you are not happy with our current movement system. Please note, that a tremendous amount of R&D went into this system and we have had great success in regards to almost zero circumstances of nausea. That was our goal, to make the gaming experience as comfortable as possible.
With that said, we want you to know that we are listening to you all and have decided to explore alternative locomotion mechanics to choose from when launching the game. We will work hard to accommodate this, and for it to be included in one of the upcoming patches.
From all of us, a great big THANK YOU for all the support.
GAMEPLAY LENGTH
Gameplay length will vary on gameplay style. There are no Quicktime events in this game and its up to the player to discover and unravel the story. Its pretty much an open world in the house, so explore where you can. Completionist can be in this game for many many hours, its hard to assign an amount of hours, but we have had people play anywhere from 5 to over 10 hours. Obviously the game will play much shorter if you knew exactly where every item was. So please don't share the location of items and ruin it for others. We will include some randomization of the items in the future to make it more difficult to share. Take your time, explore, watch your back and enjoy.