Hello everyone! And thank you for your continued support! We've been away for a few months working hard on porting Midnight to Playstation, Switch, and Xbox and the time has finally come for us to open preorders exclusively at PlayAsia!
Only 2000 Limited Editions will be produced for Nintendo Switch and 1000 for PlayStation 5, priced at US$39.99 plus shipping to include the game, manual, soundtrack CD and numbered certificate in a collector’s box. Standard copies will also be available as an open pre-order for Nintendo Switch at US$29.99.
Midnight will be available digitally on these platforms in June, and physicals should be out in September!
We are very excited for this opportunity and hope that anyone waiting to get their hands on the game in another form, or physically will finally get their chance! East Asia Soft worked really hard to get the "2.1" content optimized perfectly for consoles and we are very happy with the results.
We also want to thank all of you who helped us bring Midnight to a much better state than it was at launch. Your feedback was incredibly important and we never would have been able to achieve this without you.
Patch 2.01
Hello, we've addressed several small bugs, we hope that you are enjoying SENSE/s: Midnight ver2.0.
Fixed an issue where the kama was appearing but not interactable
fixed an issue where the kama interaction would not trigger in NG+
Fixed a bug where the game would not return to the main menu after the credits.
Fixed a bug where the gacha coin in the underground tunnel could not be picked up from certain angles.
Fixed Several grammatical errors.
Thank you for your continued support! Happy Halloween!
Note - for some reason the build is repeatedly crashing AFTER we push to Steam, but not in our tests before. Hopefully 3rd times the charm!
Patch - SENSE/s: Midnight ver 2.0
Hey everyone! Thank you for your continued support for us and SENSE/s!
Our MAJOR update is finally, the new content brings the game to a much better and more "complete" feel. We are very excited to see the feedback and hope that anyone that was disappointed gives Midnight another chance! On top of fixes, this patch adds roughly 30 minutes of additional gameplay!
FIXES
Various minor bug improvements throughout the game
visual improvements to several cutscenes, including elements that were broken or not rendering properly.
Fixed a bug causing several shinrei shashin to be triggerable in the wrong place, but not capturable. These will no longer trigger unless in the "hot zone".
Fixed an issue where several cutscenes would cue improperly causing camera jumps, assets appearing before fade in/out. (these issues may still persist for some scenes)
adjusted several interactions that could be started/ended at odd times, which caused odd behaviors on rare occasions.
improvements and fixes to several meshes, textures and visuals.
COMPLETED AND IMPLEMENTED ADDITIONS
A New area has been added to the game, not only requiring an item puzzle to access, but adds lore, interactions, a cutscene and it's own puzzle within.
A second shortcut has been added which also requires a new item to use, but adds additional lore, interactions, a cutscene, and enables a new enemy.
The new enemy type is unique, uses pre-established lore, and adds to that story.
Added a new jibakurei type - "Crimson Jibakurei", these are 3x faster than standard jibakurei and can see the player from further away. They are primarily found in NG+
Kaho now has a drone called "Teru Teru Robo", acting as another indicator for shinrei shashin zones, and adding some clearer visual logic to the lore/storytelling.
We've added a few elements to the park to add more "SOUL". Many of these items were concepted out a long time ago and were dropped for a number of reasons, but we decided that the unique visual identity of the game needed to be pushed a bit more.
Added more dialogue throughout the game for better characterization of Kaho's friends.
The New Game + ending cutscene is now the "Good ending", and can be accessed in your first playthrough by completing the newly added sections of the game before escaping the park. .
Several new scares!
Changed the logic for several interactions and shinrei shashin in order to facilitate the new additions.
Okiku will have a "second form" accessed at a certain part of the game. Though the visual changes are minor, she will be faster, more aggressive and her attack hurt box will be wider. Dodging this form will be more difficult, so holding on to your magatama will be more important.
Okiku will also be force spawned close to the player in several more interactions, adding to the tension and moment to moment gameplay.
Signs of centipede infestation will be more obvious and apparent for lore.
Additional visual improvements and mesh reworks.
We will be monitoring the steam forum for any new bugs that arise and will address them as quickly as possible! Thank you all again, we look forward to your feedback! Happy Halloween!
HALLOWEEN Re-Launch
Hello everyone!
We're sorry for the month of silence, but we really wanted to take stock, reflect, and carefully consider how to move forward and what specifically to address. We mostly have good news for the patch, but want to give some bad news first. Without getting too into the issue, despite our best efforts we were left with no choice but to part ways with our coder, this unfortunately means that the only fixes and additions we could make over all were visual, lore, or minor adjustments or iterations to what we have. Adding combat, new features, drastically changing enemy behavior, is simply not possible. The good news is we aren't quitters and we pretty immediately made moves to find a new coder so that we can rebuild a much better, more versatile, and better optimized way to continue making games going forward. We are very excited to get back to work, and are hopeful on our current prospects!
All that out of the way, we spent a few weeks planning out what to add and how given our limitations, and the rest of the time working our butts off to add it all in. I believe, though small, the new content brings the game to a much better and more "complete" feel. We are very excited to see the feedback and hope that anyone disappointed gives the game another chance! We are presently working on some final new elements we will outline below while we wait for the localization files. We are still on track for a release of this patch just in time for Halloween! We are calling this patch 2.0, and are heavily and carefully testing for bugs and errors, that said if any missed bugs arise from this new patch we will work to address them as soon as we can! We expect to push the update by next Friday Oct 21!
Side note - The new content of the game adds roughly 30 minutes of additional gameplay!
FIXES
Various minor bug improvements throughout the game
visual improvements to several cutscenes, including elements that were broken or not rendering properly.
Fixed a bug causing several shinrei shashin to be triggerable in the wrong place, but not capturable. These will no longer trigger unless in the "hot zone".
Fixed an issue where several cutscenes would cue improperly causing camera jumps, assets appearing before fade in/out.
adjusted several interactions that could be started/ended at odd times, which caused odd behaviors on rare occasions.
improvements and fixes to several meshes, textures and visuals.
COMPLETED AND IMPLEMENTED ADDITIONS
A New area has been added to the game, not only requiring an item puzzle to access, but adds lore, interactions, a cutscene and it's own puzzle within.
A second shortcut has been added which also requires a new item to use, but adds additional lore, interactions, a cutscene, and enables a new enemy.
The new enemy type is unique, uses pre-established lore, and adds to that story.
Added a new jibakurei type - "Crimson Jibakurei", these are 3x faster than standard jibakurei and can see the player from further away.
Kaho now has a drone called "Teru Teru Robo", acting as another indicator for shinrei shashin zones, and adding some clearer visual logic to the lore/storytelling.
We've added a few elements to the park to add more "SOUL". Many of these items were concepted out a long time ago and were dropped for a number of reasons, but we decided that the unique visual identity of the game needed to be pushed a bit more.
Added more dialogue throughout the game for better characterization of Kaho's friends.
The New Game + ending cutscene is now the "Good ending", and can be accessed in your first playthrough by completing the newly added sections of the game before escaping the park. .
Several new scares!
Changed the logic for several interactions and shinrei shashin in order to facilitate the new additions.
IN PROGRESS ADDITIONS (may not be able to implement, but are trying to get in before next weekend!)
Okiku will have a "second form" accessed at a certain part of the game. Though the visual changes are minor, she will be faster, more aggressive and her attack hurt box will be wider. Dodging this form will be more difficult, so holding on to your magatama will be more important.
Okiku will also be force spawned close to the player in several more interactions, adding to the tension and moment to moment gameplay.
Signs of centipede infestation will be more obvious and apparent for lore.
If time permits we are working on re-animating parts of the ending cutscene, though this is the most unlikely addition.
Additional visual improvements and mesh reworks.
We can't express how thankful we are for the support we've received so far, and are doing everything we can to bring Midnight up to a better level. Though we are pretty upset that we won't be able to do much more than polish the elements we have, we are putting every bit of juice we have left into Midnight ver2.0 and are keeping ALL of the feedback we've received but cannot address for our next title.
Patch 1.032
- fixed an issue which broke camera aiming when using modern(POV) control scheme.
Patch 1.031
-fixed a minor bug regarding shinrei shashin.
Update PAtch 1.03
Hello everyone!
As promised here is the big patch including fixes and adjustments for many aspects of both gameplay and visuals. We've worked hard to address every concern and piece of feedback we can, and while some feedback doesn't fit with the kind of game we are trying to make, we will take those critiques forward to our next projects and consider them carefully.
Here's the list of changes;
ADJUSTMENTS
Added facial animations to Kaho in all cutscenes and some in-game animations
Gave Kaho eye-glints for even more liveliness.
Adjusted the FoV, chase range, and respawn times of all standard game jibakurei
Added additional Jibakurei that spawn after a certain progression point to add more difficulty.
Changed the mesh/texture for the padlock that needs to be removed with bolt-cutters to avoid player confusion.
Adjusted the placement of some invisible walls and added environment detail to better signpost blocked off areas
Added a subtle screen effect when in the proper vicinity of a shinrei shashin
Adjusted the two shinrei shashin considered to be too hard to get, and made them slightly easier, each has a 1 second buffer now for aim adjustment and timing.
Made the hiding minigame slightly harder
Added several environment details and camera views for better signposting.
Added a shortcut between the playground and the rest area.
---------
Added a toggle in the options for "modern" controls - though we are happy to provide further accessibility options, we want to stress that this control scheme is NOT how the game is intended to be played and may lead to some frustration navigating screen to screen. Tank controls are objectively the correct control scheme for fixed camera systems, subjectively they are also the best.
FIXES
Adjusted issues with several hitboxes and colliders, including missing hitboxes on environment details
Fixed a bug with the first map photo not registering correctly.
Fixed localization formatting in tutorial screens
adjusted the height of the bathroom floor so it will no longer obscure dropped coins.
Thank you all for your support so far, we are still working hard to improve midnight in every way we can. There are many things we honestly lack the skills, manpower, or time budget to change or improve on like optimization or complete overhauls to how enemy AI operates, but what we can't fix for Midnight we will carry forward to our next titles. We truly appreciate everyone who is playing and enjoying the game AND those who disliked it and told us why. Thank you all!
As a preview for what comes next if we are able to before deadlines for the console versions -
adding an additional area that visually adds to the lore of the park and it's history.
adding 2 more shortcuts to alleviate some backtracking concerns.
adding a way to bypass the "bad ending" and achieve the true/good ending in standard game.
adding additional lore for the presence of the NetDiverEye character.
Patch 1.03 - Major Update
Hello everyone!
As promised here is the big patch including fixes and adjustments for many aspects of both gameplay and visuals. We've worked hard to address every concern and piece of feedback we can, and while some feedback doesn't fit with the kind of game we are trying to make, we will take those critiques forward to our next projects and consider them carefully.
Here's the list of changes;
ADJUSTMENTS
Added facial animations to Kaho in all cutscenes and some in-game animations
Gave Kaho eye-glints for even more liveliness.
Adjusted the FoV, chase range, and respawn times of all standard game jibakurei
Added additional Jibakurei that spawn after a certain progression point to add more difficulty.
Changed the mesh/texture for the padlock that needs to be removed with bolt-cutters to avoid player confusion.
Adjusted the placement of some invisible walls and added environment detail to better signpost blocked off areas
Added a subtle screen effect when in the proper vicinity of a shinrei shashin
Adjusted the two shinrei shashin considered to be too hard to get, and made them slightly easier, each has a 1 second buffer now for aim adjustment and timing.
Made the hiding minigame slightly harder
Added several environment details and camera views for better signposting.
Added a shortcut between the playground and the rest area. ---------
Also Added a toggle in the options for "modern" controls - though we are happy to provide further accessibility options, we want to stress that this control scheme is NOT how the game is intended to be played and may lead to some frustration navigating screen to screen. Tank controls are objectively the correct control scheme for fixed camera systems, subjectively they are also the best.
FIXES
Adjusted issues with several hitboxes and colliders, including missing hitboxes on environment details
Fixed a bug with the first map photo not registering correctly.
Fixed localization formatting in tutorial screens
adjusted the height of the bathroom floor so it will no longer obscure dropped coins.
Thank you all for your support so far, we are still working hard to improve midnight in every way we can. There are many things we honestly lack the skills, manpower, or time budget to change or improve on like optimization or complete overhauls to how enemy AI operates, but what we can't fix for Midnight we will carry forward to our next titles. We truly appreciate everyone who is playing and enjoying the game AND those who disliked it and told us why. Thank you all!
Full patch 1.02!
We've addressed most of the core bugs and issues with this patch, here is a list of the changes;
- Fully fixed the security panel puzzle and card swipe interaction.
- addressed an issue where dropped items could clip outside of certain areas and through certain objects.
- Fixed the bug where the notes panel's scroll position was not resetting properly between selections.
-fixed a bug requiring a second button press to start the fence padlock puzzle, which confused some players about requirements. The puzzle now starts immediately after dialogue.
- Fixed a bug with a certain ghost appearing in the camera mode, when he shouldn't have.
Here's a list of additional adjustments we've made to improve the over-all experience.
- Added an icon for the proper location to 'USE' the umbrella to end it's quest chain.
- Adjusted the walking and running speed of Kaho, making her slightly faster.
- Increased Okiku's chase speed to match Kaho's new run, also made her slightly faster in comparison as well to add more difficulty and tension.
- Increased the speed of all jibakurei, decreased their Range of vision. increased respawn timer to 60 seconds
- Made the NG+ exclusive jibakurei red in color, increased their speed 25 - 50% above the standard jibakurei to add difficulty and tension. increased respawn timer to 30 seconds
- Decreased the range of vision on all Hitodama, decreased their effective range of attack, increased their respawn timer to varying times depending on location.
Patch 1.01
- Fixed the bug preventing completing the security panel interaction.
Unfortunately, due to the nature of this bug, we will be unable to migrate save files. We apologize for the inconvenience and hope that this patch allows for better enjoyment of the game!