Hey, today I have fixed some bugs and made a couple of adjustments.
Bug Fix: fixed potential for offscreen player to walk off a ledge and be killed during the credits sequence
Bug Fix: fixed the aquarium generator room relocking if you previously completed it, saved, loaded and re-entered the room
Bug Fix: under certain circumstances the player could spawn on the lower floor of the aquarium generators after completing the sequence on the upper floor
Bug Fix: an animation for the cutscene after the 2nd boss did not play correctly
Bug Fix: towards the end of the 3rd level it was possible to block progression by speaking to the eyesore, saving and loading again before passing the eyesore (he would not reopen his eye). If you have encountered this issue you’ll be able to load your save and the eyesore will reopen the next time you speak to him
Bug Fix: under certain circumstances the repenting demon could be spoken to when he was not visible
Adjustment: updated collection message for artifacts in the final area
Adjustment: the 2nd boss is a little more forgiving with slight adjustments to delays before/after attacks
Note: I will be looking at additional combat adjustments after handling the important bugs that have been raised. This one is not a massive change for the 2nd boss but you will have a little more time to react.
I would also like to thank the Japanese players who are discovering our game. One fan has kindly been in touch to report some localisation issues which I have included fixes for in this patch.
Localisation (Japanese): Fixed an issue where the “Perfect!” text for enemy weak point combos did not display correctly.
Localisation (Japanese): Fixed an issue where a broken style tag would be displayed when trying to buy an item you didn’t have enough currency for
Localisation (Japanese): Fixed an issue on the final stats screen where the main heading would overhang the length of the screen
Thank you
Tom
Patch Notes for 19th November 2024
Hey, this is a small supplementary patch for yesterday's update.
There was an unforeseen issue where achieving the highest score for every single stat in used for end of level rankings would mean you had so many stars the game wasn't sure what to show you on the results page.
This is now fixed and you'll be correctly awarded a 6 star ranking.
Thank you
Tom
Patch Notes for 18th November 2024
Hey! Today’s update is for some important bug fixes that players have kindly shared info on.
Bug Fix: rankings didn’t correctly calculate if you had exactly 0 deaths or 0 water bottles used
Bug Fix: in certain circumstances crushed critters could respawn when you loaded a save. If you’re trying to track them all down and encountered this issue then it won’t stop you getting the achievement (you might actually get it slightly early, if you crushed the same bug twice)
Bug Fix: the Lumberjack achievement should be triggering correctly now
Really appreciate people taking the time to report these so that we can continue to improve the game.
Thank you
Tom
Patch Notes for 16th November 2024
Thank you to everyone supporting us at release, we've been overwhelmed at the response and are so happy to see people enjoying the game.
I've been checking the community posts for reported issues and have a patch ready to address the first batch of these.
Bug Fix: the stats screen value shown for the total artifacts available to collect was reversed on levels 3 and 4
Bug Fix: some combat achievements weren’t triggering correctly (any you missed will be awarded next time you load your save)
Bug Fix: purchased water bottle capacity upgrades were not correctly applied (if you purchased extra slots they will be applied next time you load your save)
Change: Adjustments to how end of level stats are calculated
Misc: fixed some minor typos
Please note: there is an unresolved issue with the Lumberjack achievement. I have narrowed it down but haven't written the fix yet.
Thank you
Tom
Sorry We’re Closed is out now!
Hey cursed vessels,
It is time to face your demon who placed a curse on you. Sorry We’re Closed is out now.
Follow Michelle as she battles to break the curse placed on her by a demon looking for love. Traverse through atmospheric environments while entering the perilous demon world using your third eye to find different items, weaknesses, and paths hidden between two worlds.
Sorry We’re Closed is a nostalgic singleplayer survival horror game which combines the classic fixed camera angles and the arcade-style first person combat into a thrilling story with multiple endings! https://store.steampowered.com/app/1796580/Sorry_Were_Closed/
Break the curse. Don’t succumb.
-riv otter
Steam Deck Ready
We've been busy testing the full version of the game in the run up to launch. We are very happy with the results!
Here it is sitting in good company in our library - yes that is "132.7 hours" in the last two weeks! Not all on Deck, but we have been working flat out in preparation for launch (the game logs time when I'm in engine tweaking things as well as testing builds).
FPS
If I disable the FPS limit and enable the framerate counter we're getting several hundred FPS. I would recommend keeping the FPS limit on 60 though, for your battery... speaking of which!
Battery Life
Battery life is looking good to us as well. The combat areas can be a bit more demanding but you should get several hours on the Deck when playing the game.
Remappable Controls
Controls are fully remappable - for controller and keyboard/mouse.
Sorry We're Closed is our first game, it's out tomorrow. Thank you so much for your support and encouragement throughout development - we hope you enjoy the game!
Tom and C.B.
Sorry We're Closed Wins "Best Video Game" at Aesthetica!
We are thrilled to announce that Sorry We're Closed won "Best Video Game" at Aesthetica Short Film Festival!
Founded in 2011, Aesthetica is a BAFTA-Qualifying international film festival which takes place annually in York, UK. In recent years they have added a Games Lab to the festival, "Video games are an immersive experience. We see the journeys into narrative design as a crucial way to understand the way that storytelling is evolving."
It is lovely news for us to receive in our launch week - we can't wait to share the game with you all on Thursday!
Tom & C.B.
The Music of Sorry We're Closed in Save & Sound
Hey cursed vessels,
Sorry We’re Closed was just featured in Save & Sound where Okumara revealed the process in developing music and more insights into the design.
If you missed it, you can watch it here!
We are less than 10 days away from launch! November 14th is so close! -riv otter
Sorry We’re Closed Joins Save & Sound on November 5th
Hey cursed vessels,
Sorry We’re Closed will join the upcoming Save & Sound! Save & Sound is an online music festival which celebrates toe-tapping soundtracks as well as unique implementations of music and audio in games.
Sorry We’re Closed section will start at 3pm PST on November 5th! https://www.twitch.tv/bedtimedg
- riv otter
1990’s Sorry We’re Closed Game Article Mockup!
Hey cursed vessel,
We are wrapping up Steam Next Fest with a Sorry We’re Closed game article mockup!
Remember those old, amazing game articles that came in old school magazines like Nintendo Power or Game Informer? Our artist Drew, designed a Sorry We’re Closed version! Seeing those old articles brings back some nostalgia. I wonder how much I’d have loved this game if it came out in 1996.
We are less than a month away from the Sorry We’re Closed launch… I hope you don’t let Michelle down and succumb to the curse put on her. - Riv otter