Somnipathy version 1.0.1.7 - Unstucking Adam specifically
This patch unstucks Adam specifically. Sorry Adam.
Added an exit to the Hospital (Sorry Adam)
Changed the can achievement to be a general trap achievement
Fixed said trap achievement not incrementing properly
Fixed boss health appearing and boss music playing in dead boss rooms
Fixed missing interaction to Aggys dryer
Fixed loom room pathing (again hopefully for good, it was the chair)
Dialog Theme overrides have some exceptions for full screen backgrounds
Fixed some logic loop holes when dealing with the Super and the anchors
Somnipathy version 1.0.1.6 - It was the chair
The loom room pathing issue was the chair... naturally the last thing we looked at. Yay! We also fixed some issues with the theme overrides that made things funny.
Changed the can achievement to be a general trap achievement
Fixed said trap achievement not incrementing properly
Fixed boss health appearing and boss music playing in dead boss rooms
Fixed missing interaction to Aggys dryer
Fixed loom room pathing (again hopefully for good, it was the chair)
Dialog Theme overrides have some exceptions for full screen backgrounds
Somnipathy version 1.0.1.5 - Night cometh
We fix some night time related issues here, as well as many little annoyances people have reported! Keep em coming
Fixed a bug where 10 entries in the journal would cause a next button to appear in error
Spam clicking a stamina potion will no longer cause the 'default response'
Fixed an errant occurring when you reenter Kinsley's apartment
Fixed a pathing bug in the Loom room
Fixed a glitch where the work day would never end if you had too much money
Fixed some radio related dialog
Assorted typo and formatting fixes
Removed item reminder effect on box 'doodads'
Fixed some proximity lights in the first dungeon
Fixed a bad interaction when handing items to named NPCs who don't need them
Added an escape from the binary code puzzle in the 3rd floor mini dungeon
Fixed some tooltip hover on debug issues
Adjusted the Eye Squid attack pattern
Removed redundant dialog from Aggys apartment concerning yarn ladies
Somnipathy version 1.0.1.4 - Poetry no longer in motion
Another release week fix! This time fixing a persistence problem that didn't exist in debug, but definitely exists in release... until today! Thanks for your patience on this issue, took some digging to recreate.
Fixed a persistence issue, most often seen with the 'poetry' collectable quest
Addressed a rare crash when you hit a door and an enemy at the same time
Adjusted animation timing of bound creature tail strike to be more accurate
EyeSquids attack pattern has been nerfed slightly
Fixed whiteboard map issues in RLS and Bruxism.
Added an emergency food item after RLS boss fight
Fixed interaction issue with Maureen
Fixed 'fade to black' when you go through doors
Somnipathy version 1.0.1.3 - Cash Money Fix
- The phantom tax man has been reprimanded. The Cash persistance bug has been fixed, and you will KEEP what you EARN properly. - Items you don't REALLY care about won't trigger the 'lost item' map marker, like the broken lamps (Sorry BillyKirby, C27Penn, and Lynn) - Brokenbat stun time has been buffed 2->3 seconds
Somnipathy version 1.0.1.2 - First (2) post release patch!
Big thanks to Billy1Kirby for alot of these, and our other early testers for the rest! More fixes to come (fix for the cash glitch coming TONIGHT)
-Fixed Date background not loading properly
-Fixed Y sort in office breakroom
-Fixed Hud tooltip error
-Moved Anchor from room 16 to 17
-Fixed Frozen Pizza Dialogue
-Fixed Gamer Nightmare Layer 1 quest
-Fixed Boxes in Oakwood Hallway
-Fixed Y Sort issue in Nightmare Room 10 w/ Lamp Cat
Thanks 'BigAdam' for finding a progress halting bug in the 'Beholding Levers' quest! That has been patched and fixed in game version 1.0.1.2!
Somnipathy available now!
It's been almost a year since the first public access to Somnipathy arrived here on Steam, with our original demo for the game during the lead in to Next Fest October 2022. The game has come a long way since then, in large part due to the feedback of those of you who tried our demo in that time. We'd like to thank all of you who have played the demo, given us notes, and wishlisted the game.
Truly, thank you.
And to everyone who is about to dive into the world of Somnipathy? We appreciate you. It means so much to us that you are choosing to experience the fruit of our labor, and we look forward to taking in what you all have to say in the days, weeks, and months to come.
Now, a few quick notes about the release version of Somnipathy!
The BIG changes:
Powers have been added! Aggy can now discover strange and incredible reusable powers to help in her journey. Can you find them all?
Level 1 has had many new scenes and events added - if you've already played through level 1 in the demo, we encourage a fresh start to experience all the changes!
Massive upgrades have been implemented to the UI in every area - the HUD, the inventory, and the hotbar have all seen changes since the last version of the demo. We encourage you to check the settings page from the main menu before starting your first foray into story mode!
A profanity filter option is available in the settings page, to make the story mode safe for younger players or for those of you who wish to create content intended for all ages!
Settings also includes a helpful theme changer, to increase accessibility and readability of many in-game elements!
Steam Achievements! There are lots of them to discover, try to collect them all!
Everything is better in every way. We're serious.
If you're still undecided about making the plunge into a world without(?) sleep, check out some of the streamers who have graciously agreed to feature Somnipathy on their channels this week:
That's all for now - enjoy your adventures in Somnipathy!
Somnipathy arrives on September 12th!
The level of excitement here at Tearcell is through the roof, and we are delighted to announce that Somnipathy will be releasing on Steam in just over a month from today! Many of you have downloaded and enjoyed our different demo versions over the past 11 months, and we hope you are also enjoying our current curated demo version for visual novel fest, which shows you a bit more of the world and character interactions to be found as you advance deeper into Somnipathy.
Our lead writer James Thomasos, recently one of the winners of Rusty Quill’s Rusty Fears 6 horror writing contest, shares this: “Somnipathy is a story we've all lived: a story of crushed dreams, broken promises, nightmarish realities, and facing tomorrow. Haven't we all found a demon or two waiting inside the quiet parts of our minds?"
We’d also like to advise you that the full release of Somnipathy will contain some differences from the demo experiences many of you have had with the first level of Story Mode - we look forward to reading, hearing, and seeing your responses in September as you encounter more of the horrors contained within Somnipathy.
In the meantime, keep an eye on this spot as well as our social channels as our developers continue to preview some of the art, mechanics, and characters you’ll encounter soon.
Stay safe, and stay awake!
-The team at Tearcell
Demo 0.6.0.2 update
Just a 'small' patch this time, where we add the long tested features and even a brand new event type! Mainly we're cleaning up small bugs, crashes, and polish.
Fixed animation glitch when a character is in a dialog but doesn't talk
Moved names and removed the box to hopefully improve readability
Fixed some early game interactions
Fixed HUD appearing inappropriately
Added 'reflections' to mirrors!
Fixed weird Cauflin animation bug
Beating an enemy no longer deals unavoidable resolve damage in Story mode
There is now a 'date' that you can go on. Can you find it?
We continue to close in on release and are SO excited to bring you our very first game. Check us out on most socials and say Hi!
Demo 0.6.0 released!
As we push through for our fall release, and finish up submission and content for the summer festival season, we have another update to share that affects our demo! Remember you can play our demo from steam or itch.io
0.6.0 Pax Rising 2 release
<*>Capped FPS at 90 to avoid a runaway GPU bug on some systems
Hit Detection. <*>Fixed hitboxes based on feedback from the community <*>Generally reduced and moved Aggys primary hit box <*>Corrected hit box size of 'tail strike zone' in Sleep Paralysis demon fight <*>Adjusted trap hit boxes
New Loading system <*>Changed the system for loading and reloading rooms. Rooms you've been to are now cached, so it should be faster overall now. Cache is cleared on level change <*>Added a loading an animated 'pulse' icon while things load <*>Added a counter for objects being loaded <*>Increased run speed of bump in the dark enemy <*>Changed light in rooms 1-8 <*>Adjusted light occluder on Creeper
Health Bar Changes. <*>Changed 'Stress' to 'Resolve' It is otherwise identical <*>Changed the color of Resolve from Blue to Red to match player expectations <*>Changed the color of Stamina from Red to Yellow to match player expectations <*>Changed HUD life bar elements, to better support growth upgrades <*>Added Stamina and Resolve upgrades to the first dungeon and some quests
Path finding <*>Replaced pathing system with a new system to support dynamic obstacles <*>Dynamic obstacles now exist. If Aggy is already moving, she will try to go around them automatically, but it will be much faster if you readjust her yourself
Misc Changes <*>Fixed some broken animations <*>Added new 'vignette' effect during combat <*>Added door opening animations <*>Fixed many small graphical glitches in intro area <*>Added dialog to Sleep Paralysis Demons room if you try to use quest items too early <*>Some objects are now only revealed when a light exposes it <*>Added hint lines to east door of trap room 1-7a. Increased respawn time of mobs in this room as well <*>Improved the 'hint lines' for object relationships
As always thanks for your support! Hopefully there won't be too many other major updates that affect the demo level. Also be aware we will be putting up a completely new demo in August for Steams Visual Novel fest, to show off our social systems properly. The classic dungeon demo will NOT be available during that time! So if you want to try all of level 1, do so before August!