Since the last update we’ve realized that we probably won’t even get close to breaking even on Strobophagia | Rave Horror, and because of that we’ve sadly had to shift our primary focus away from this wonderful fever dream/nightmare of a game. This does not mean that we’ve abandoned the game, only that any changes will be seen more slowly and spread out over a longer period of time. It has also meant that, like the name of this patch, we’ll be working by candlelight to get changes, features, and tweaks out to you all, instead of doing it as the primary focus of the studio. This means that feature and improvement updates will be more sporadic in nature than they used to be in 2020, but we’ll still do our best to stay on top of any reported issues and bugs in a timely manner.
Oh, and here are some fixes for recently reported bugs and some complementary improvements, with a nice upgrade to the candle flames.
Bugs fixed
Fixed a camera locking bug when teleporting while looking at the phone.
Adjusted colliders for the watering hole at the beach, to stop a mexican dragon from getting stuck to their shin.
Fixed underground entrance collisions, so that you don't get your head bopped by the door frame.
Fixed the missing monster transformation before the second puzzle, gluttony path.
Can’t seem to reproduce the labyrinth monster sometimes breaking their AI near lights that are supposed to deter it anymore, so it may have been related to the above fix.
Made candle flame visible again.
Improvements
Made the first puzzle door close convincingly behind you, instead of just appearing.
Made CDs whining resonate in a greater area.
Tweaked camping chair collider to not block player movement (since it is so small).
Made the fake wall block NPC movement, and not only the player.
Created a new flame effect for the candles, to replace the low framerate one that was in the game previously.
Dreams are made of dreams are made of dreams are made of dreams. End living less. Kristian Jonsson Lead Developer Green Tile Digital
Patch 1.0.5
Hi all, long time no patch!
For the last month since the release of 1.0.4 we have been spreading our attention on a few different major improvements to the game as a whole, some of which may not affect Steam users directly. The biggest content added in this patch is in no doubt the addition of twenty Achievements to the game, which will hopefully enrich the experience by giving direction and some added challenges to people wanting more from Strobophagia.
Major improvements
20 achievements, 6 of which are hidden.
A full release on Game Jolt later today, with feature parity to the Steam version.
A full release on itch.io later today, with achievements but sadly no cloud saves.
Changes
Made navigation controls (look/move) snappier, and fixed a bug that made look speed acceleration happen sometimes.
Setting the look input style to raw input will now ensure a 100% snappy experience.
Tutorialization changes to the start beach area, focusing on highlighting important pieces of text in the chat channels, and pathfinding adjustments in the cultist scrapyard.
Underground ruins lightmaps have been tweaked to reduce seams between areas.
Wifi network boxes now have a more visible light when at a distance, making them easier to find while also displaying their connection status at a glance.
Gave the horned monster in the underground ruins some much needed juice.
Porta potties now have interaction UI like everything else.
Added a new snap somewhere.
Lots of minor tweaks and bug fixes.
Social media isn't your friend, people are. End living less. Kristian Jonsson Lead Developer Green Tile Digital
Patch 1.0.4
Hello there all Ravers!
A brand new patch is upon us, right in time for the weekend. I hope you all are staying safe, keeping at least 2 meters / 6 feet apart, and are drinking a sane amount of water. While doing that, our focus this time around has been an ever increasing stability, rave atmosphere, and some quality of life improvements.
Bugs squashed
The hard to track down crash bug occurring sometimes when trying to exit the great hall while on the Avarice path has been found and fixed, finally.
Found and fixed a frame perfect phone breaking bug.
The AI of all irregular ravers used to have some weird lockups, like not getting knocked down, gliding after you and punching at you while down, and other nifty party tricks. These behaviours have been mostly dealt with.
During the Daedalus rave start event some ravers could walk through others. This has now been fixed.
The lighting in the beach has been adjusted on return from the forest, Feast path.
Fixed some message channels using old versions of icons after reloading the game.
Fixed a wrong warp when going back to the forest after going to the beach after completing one rite.
Improvements
You can now ask a couple questions about yourself at the Avarice ending, in front of the final door.
Message posts now show how many unread messages are inside of that post thread.
Added setting to turn off the running head-bob effect.
Made the door opening effect more visible and interesting, to make it easier for people to notice, and to give off a better vibe.
Neon Umbra start (first mini zone when starting a new game) light now follows the player.
Neon Umbra start object clipping has been improved.
Neon Umbra start looping now has an effect, making it feel more seamless.
Adjusted the ravers in daedalus to feel more rave-y in the rites started and one rite done stage of the game. Rave on!
Added dance variations. Ravers now have many more dance styles than before.
Adjustments
Made the great hall monster have a larger attack area, Avarice path.
Fewer ravers should now be pointing at stuff at all times.
Made it harder to forget taking a picture of the phrase of sanction after being attacked by the infected raver.
Grew the neon effect that happens during the Daedalus rave start event so that it now stays until the first mural is completed.
Black lives matter. Trans lives matter. People are people, we shouldn’t have to fight for every step towards equal rights and equal opportunity. End living less. Kristian Jonsson, Green Tile Digital