Quick update, there are over 20 Achievements currently implemented in the 1.1 Beta build and more to come. You can try this out right now by switching to the beta test branch.
1.1 Beta in the Beta branch
There's a whole bunch of stuff going on in the upcoming 1.1 release, and if you want a sneak peak at it you can switch over to the beta branch (no password required for people who have purchased the game) and see how the daily updates develop.
Read about it and post about it here:
https://steamcommunity.com/app/1081330/discussions/1/1646544244469364047/
Some of the highlights coming up in 1.1:
Updated to Unreal 4.22.3. Latest release Unreal 4 code and bug fixes.
New Puzzle: Hidden Idols. Use your Mirror to find hidden statues along the walls, and use your Chalk to mark their location. Once marked, they become visible. Find all 3 to clear the room.
New Puzzle: Mirror alignment. Align mirrors placed in the environment and your hand Mirror to bounce light to a target that completes the puzzle.
Talking Skeletons: The dead speak to you in mini-cutscenes and provide clues, context and world building.
Progress window: Press Tab key to see the clues and treasures you find.
AI improvements. Your opponent attempts to make smarter decisions in getting closer to you and more dynamic decisions.
Texturing and environment improvements. All new assets, new textures and new detail pass. This goes along with entirely new room spaces and more detailing overall.
Achievements: First set of 10 achievements implemented.
This is a WIP list, not everything is fully implemented yet and some of this is subject to change and revision. Right now the goal to get 1.1 released is early July.
You can access the beta branch just by going to this panel here in Steam, and you can switch back to the more safely tested release build any time you want. Again, no password is needed. If you purchased the game, you have every right to try the latest working beta build for yourself.
1.03 released!
Here's what's changed in 1.03. There's quite a bit!:
Experimental feature: Ray Traced Global Illumination. I provided the option to turn it on, and some defaults that are a good compromise between quality and performance. RTGI in Unreal 4 currently isn't ready for primetime... it doesn't work right in all situations. Depending on the options, it will cut down your framerate. In short, it has issues. Epic has promised to fix these issues in the Unreal 4.23 release coming soon, in the meantime, I can provide GI right now as an experimental feature.
Updated to Unreal 4.22.2. Latest release Unreal 4 code and bug fixes.
More resolutions supported. 3440x1440 UW, 3840x1600 UW
Better UW support. All cameras support 16:9 and 21:9.
Partial controller support. Default mappings for all gameplay elements for any PS or Xbox style controller. I say 'partial' because it does not support the menu system yet. And it doesn't support reconfiguring yet.
Assert bug on random generation levels fixed.
Changes to reflection distance. Far reflection distance is the new default. This will eventually work to reflect everything.
Lighting and environment changes across the game to allow/support RTGI. This is not fully refined yet, considered WIP.
Tapestries in the random generation levels. These are cloth simulated tapestries, and are placed via a randomized proxymesh system. Other decoration assets will be placed in a similar way, providing another level of randomization to levels.
Bug fixes to Him AI.
Cauldron and Chain mesh art added to the test level at the end after level 5.
More textures forced to be always loaded, no streaming on them for quality reasons. Usually 2k res textures, Base color + MRAO + Normal maps.
Postprocess control: high, medium and low.
Headbob control: on/off.
Ability to rotate your hand mirror forward or backward by clicking the left mouse button. This sets us up for expanded mirror based gameplay.
The next steps are to get the 1.1 release done which will feature new puzzles, character art, levels and gameplay and of course bug fixes. So quite a bit to do... enjoy the release!
Explorers seeking their fortune
Character art moves forward, here's a quick update:
More options and details are coming, but this is a starting point. Enjoy!
1.03 Beta available as a Beta branch
What's in 1.03? Ray Traced GI and updated to Unreal 4.22.2 would be the biggest ones. You can now play the game with a controller. More resolution support, bug fixes, another art and lighting pass, and other features/details.
If you go into the properties -> betas tab of Stay in the Light, you can now opt into the latest build of the game, 1.03. This isn't fully tested yet, but if you own the game you can try it out and give feedback here:
It's all in the forum thread. Please read the forum post carefully if you decide to try it out. This beta should be very stable, in fact, probably more stable than the 1.02 release, but there could be issues that haven't been found yet.
Character selection art WIP
Felipe has some character art incoming for the next major release:
One of the things we would like to do is give you a choice of customizable characters you can choose when you play. There will be a few different ways for you to see him ingame, mirrors being an obvious one. There will be more controls and options built around that. But customizable skin color, face and a few other options are in the works.
Your character appears to be someone from the 1910's or 1920's and an explorer, perhaps a little bit out of his element now. This will feed into the story and become more apparent what it all means as the next big release starts to take shape.
Beta 1.02 is up!
We're moving right along! Here's what's in the update:
Significant performance boost! 20% FPS increase or more, thanks to Epic support!
Proper cinematic deaths added.
Footstep sounds fixed.
Random map generation errors reduced, slightly improved random generation time. Note that this is still not perfect, some random layouts can be invalid. If that happens to you, just reload the game, or generate a different layout.
Improved global illumination result across the game.
Texture pool and texturing refinements, some 4k textures are forced to be full resolution.
Detail pass on some rooms and areas.
Better implementation of FOV settings.
Beta 1.1 will be out in the next 2-3 weeks and be a major gameplay and content update. The graphics will get very improved across the game in the next build, and new gameplay and puzzle mechanics will be introduced. You can also expect more levels, with new areas and new gameplay associated with that.
Thanks and enjoy!
New art incoming!
3D Artist Felipe Pedroso has some fantastic prop art nearly ready to go for a future update. Cauldrons and chains...
3D models are being built very high res, very high polycount for high end systems. We'll do things to keep it running good for GTX cards, but RTX cards will have no problem running graphics like this. We tend to build stuff with 4k textures and completely smooth meshes whenever possible.
All of these sorts of things will go towards world building and atmosphere in the game to make it all as convincing as possible, build up the mythology and story. Much more on that to come!
Felipe does great work and is solidly pro on quality. Check out his other work here on Artstation if you like.
Patch 1.01 update!
Patch 1.01 is up and fixes a few technical issues. They are:
Better Options: The defaults are good for GTX owners, but if you have an RTX card or the horsepower, turn those options up! Options are now saving and loading correctly for everyone. This will address some framerate issues people are having in fullscreen mode.
Properly implementing certain technical tricks like r.raytracing.reflection.sortmaterials. This results in a slight framerate boost.
Added FOV options. Default is 75, but it goes up to 90.
Added WQHD resolution as an option, also known as 1440p. 2560x1440.
Added Cinematic deaths. More of this to come, and this is first pass.
Minor fixes on level layouts.
Overall framerate should be a lot better for most people, the feedback I've gotten from many more users has helped. Let me know what you think!
Oh and many more updates to follow...
Launch day!
http://www.youtube.com/watch?v=EI1_pqHMSCk
Launch day is here for the first release of Stay in the Light. What can you expect? Here's what's inside:
Playable, randomized dungeons. Six different playable randomized levels including a Dungeon Generator you can see working for yourself.
Torches, Mirror and Chalk. The three starter items of the game are working and have in-game training on them. Use the Torches to light your path and try to drive away Him. The Mirror is a useful tool for seeing both in front and behind. The Chalk is useful for tracking your steps and not getting lost in a randomly generated dungeon in an in-world realistic way.
Collectable Treasure. The dungeon contains random loot to find. This will expand in future releases.
Starting Puzzle Gameplay. And just like the loot system, this will expand and get deeper very soon.
Him. He's in here, and he's out to get you. The Mirror can hold Him and prevent him from moving... Torches can drive Him away. But nothing is guaranteed.
Thanks for your support! There's lots of updates coming, but for today enjoy this first release. ːsteamhappyː