As we finish up level 2, its now time to push some of the new features to the demo! Here's what you have to look forward to in 0.4.5
Dropping items can now slow or stun the Creeper if timed properly
Dropping items can now stun, slow, or damage regular enemies that are chasing you if timed properly
Fixed bug where the boss of the demo couldn't hurt the player
Nerfed strength requirement in room16 from 22 -> 14
Reworked Pressure plate system
Added an always on display showing you the weight needed to activate plate
Items dropped on the plate move towards it slightly to indicate proper placement
Adjusted hit box and sprite alignment to better match
Adjusted animation and SFX for better player feedback
By popular request Creeper can now activate pressure plates if he can be lured close enough
Added a new pressure plate you can test and play with safely
Fixed font 'fuzzinesss' in full screen mode
Creeper can now push some objects around
Added new room to demo level to even out pacing pre-mini boss
Reverted change that inadvertently increased Creeper hit box
Changed World map image
Added mouse cursor changes on context
Toned down the 'black' darkness in nightmare 1
Added highlight on continue game hover
Dialogic plugin has improved! Thanks @theBardsRc for all your hard work!
New experimental light system in place
Demo 0.4.0 release!
At last, the post Halloween build is complete. And its a doosy. We've gotten so much valuable feedback from so many amazing sources, and its crazy how much has been added to the demo, let alone behind the scenes.
We have innumerable new animations, filters and FX. New 'flashbacks' to flesh out the story more naturally. Full screen puzzles are in, and the journal has been updated to be even better looking.
0.4.x
Journal Revamp - Brand new animations, organization, and an enemy codex!
Added 'hint' system for misplaced items on the Whiteboard. Rooms with items you can pick up have a cat paw icon on them
Visual FX additions - New filters and effects to let you know when you're in danger, take a hit, and more
Fixes to visual glitches in the Intro levels
Added many missing sound effects in the Intro levels, Piano room, interface, and store
Added more feedback when you pick up, use an item, or hover over an item
Fixed broken Aggy animations (Grab, Stare)
Added new Aggy animations (Wakeup, Death, Walk, Sit, Dance)
You can now make Aggy dance by hitting the 'd' key
Added a video mode. Hide HUD and Mouse, by hitting 'v'
Fixed sprint persisting through interactions
New cutscene added to room 12 (piano room)
Fixed pathing and interactions in room 17 (forge)
A new 'pre tutorial' cutscene flashback has been added to new games!
Animated backgrounds added in dungeons (experimental)
The most up to date changes can be found here, but the demo has never been stronger!
As always, thanks for all your support and feedback. Somnipathy gets better every day, and we can't wait for the full game to be ready.
Indie Live Expo Winter 2022 meets Somnipathy
Welcome everyone!
INDIE Live Expo Winter 2022 is finally here and we are so excited to be a part of it. After the main livestream*, come swing by to play our demo and learn more about Aggy and the ecsentric characters found in Somnipathy.
We have a feedback page located at : https://steamcommunity.com/app/2069260 as well as a discord located at: https://discord.gg/X99yEtAZAJ
What else are you waiting for?
*Edited: You can see our segment around 2: 10 :08 either here or on YouTube below.
Somnipathy returns for Screamfest, with an improved demo, more features, and more fright!
Missed us during NextFest? Now you have another shot to try the worlds first point and click, rogue-adjacent, pixel horror thriller! With an improved intro and added sprinting capabilities, its never been more fun, to run!
But be quick, the demo will return to the workshop after we gather feedback from this event!
Somnipathy Gameplay
Score attack mode is a great way to practice the mechanics of combat and path management in Somnipathy while trying to make the number at the top of your screen as big as possible.
Our narrative gameplay experience uses all the same mechanics you can find in score attack mode, as well as rogue-adjacent progression.
Join us for our next live broadcast on Saturday the 8th at 8pm Eastern to learn more about the game!
Somnipathy Gameplay
Score attack mode is a great way to practice the mechanics of combat and path management in Somnipathy while trying to make the number at the top of your screen as big as possible.
Our narrative gameplay experience uses all the same mechanics you can find in score attack mode, as well as rogue-adjacent progression.
Join us for our next live broadcast on Saturday the 8th at 8pm Eastern to learn more about the game!
Somnipathy Gameplay
Score attack mode is a great way to practice the mechanics of combat and path management in Somnipathy while trying to make the number at the top of your screen as big as possible.
Our narrative gameplay experience uses all the same mechanics you can find in score attack mode, as well as rogue-adjacent progression.
Join us for our next live broadcast on Saturday the 8th at 8pm Eastern to learn more about the game!
Somnipathy Gameplay
Score attack mode is a great way to practice the mechanics of combat and path management in Somnipathy while trying to make the number at the top of your screen as big as possible.
Our narrative gameplay experience uses all the same mechanics you can find in score attack mode, as well as rogue-adjacent progression.
Join us for our next live broadcast on Saturday the 8th at 8pm Eastern to learn more about the game!
Somnipathy Score Attack Gameplay
Score attack mode is a great way to practice the mechanics of combat and path management in Somnipathy while trying to make the number at the top of your screen as big as possible. Join us for our next live broadcast on Saturday the 8th at 8pm Eastern to learn more about the game!
Demo comes soon!
Tomorrow the demo for Somnipathy goes live, right here on Steam. There is far more available in the demo than just the small bits we've been showing off on our social channels. We are excited to see what you think and how you react!
But before we can see how you respond to what you'll find in Somnipathy, we can take a moment to ask our creative team to talk about some of their favorite and most memorable moments, elements, or encounters that you'll be able to experience in just a few more days.
Mink (creative director and artist), lead writer James Thomasos (@HVCPHD on Twitter), and Ryan (artist and cutscene artist) have been some of the most involved members of our development team since day one. Somnipathy lives and breathes via what the player sees on the screen. We asked each of them a few questions that we think will resonate when you all get to dive into the demo.
Mink: There are quite a few easter eggs in the game that I am pretty excited about, but naming my favorite one specifically would ruin the fun in finding it. 😉
James: Hmm. Honestly, I'm excited for people to encounter and carry out the Pianomantis questline. I'm reasonably proud of how that one turned out.
Ryan: The weird and quirky way the player uses "dream logic" to solve puzzles.
James: I think it will be Aggy's boss' line about having a meeting to schedule a meeting. Truthfully that one hurts me every time I read it!
Ryan: I like where Aggy is "too tired for this sh..." and yells at big scary things like she's an angry old man.
Mink: There's a warning but no one is going to listen. 🤣
(Ed. Note: Very, very early in the demo, you'll be asked to make a cup of coffee. DO NOT UNDERESTIMATE HOW TOUGH THIS MIGHT BE!)
Ryan: There is one part where the player will have to navigate a sequence of events at macro and micro levels, all while evading a threat. Always be prepared!
Mink: I think the biggest struggle anyone will have is managing your inventory under pressure. It's coming...
James: I think the most difficult set piece involves the opening of The Forge. That set piece involves crossing a ton of thresholds in rapid succession to collect heavy items, which will quickly raise the difficulty level of the game as well as the speed of The Creeper. The only hint I'll give is that there are two or three workarounds depending on how patient you are or how much of Aggy's money you're willing to spend!
Mink: Thirsty. 🧛♀️
Ryan: Curiosity.
James: "...Phew."
You'll be able to download the demo tomorrow. We'll see you there!