Bug Fixes – Various Bug fixes to the main game and VR mode.
New Logo - New Logo will be integrated into the game, replacing the second version of the logo.
Stealth System and Entities:
Stealth and Detection system - A new aspect to the core gameplay will be added. A stealth system, allowing you to hide from entities and sneak around them as they go about their business.
The Big Entity AI Overhaul has Arrived – To compliment the new Stealth system, there will be an all new entity AI system powered by Fuzzy Logic and multiple state machines working in parallel. Intelligent decision making will be brought to entities with full integration with the new Stealth system.
New Levels:
Level 0 - District #9 will be added, expanding Level 0 further with more unique locations and set pieces.
Level 0 - District #8 will feature a new area modelled after the UN security council room for the United Nations and Colonies of the Backrooms faction. And as an easter egg to my time working with the UN.
Stealth System Cover Levels Prototype:
New Game Trailer:
Beta 1.2.1 Small Patch Coming Soon
Bug Fixes
Level 0 District #9
Beta 1.2.0 Coming January 2024
Entities:
New Entities - The Followers of Jerry and the Liquid Metal creature have been added to the game.
Encounter Entities Anywhere - It is now possible to encounter entities on any level or district and not just specific areas.
New Entity Spawn Manager - There is now a system in place that uses Fuzzy Logic to handle the spawning of entities, accounting for things like pacing and difficulty settings.
Advanced Entity Settings - There are now detailed settings available before you start the game such as Entity Health and Entity Spawn Rate.
Improved Entity AI - Improvement and adjustments to entity AI behavior.
New Gameplay Options for Survival Mode:
Return to the classic Alpha style gameplay with the new option to turn off the inventory. Will make it so that vending machines and items are used instantly instead of placing the items in your inventory.
Infinite Ammo will be a new gameplay option, allowing you to become much more lethal to entities.
Infinite Stamina will be a new gameplay option, for if you want to glide through the backrooms at super speed.
Infinite Flashlight will be a new gameplay option, so you aren't dependent on batteries.
There will now be options to customize Item Spawn Frequency so you can decide how many items spawn in the backrooms.
There will now be options to customize Item Hazard Levels so you can determine what percentage of items that spawn are dangerous.
Entity settings have been broken into two separate options: Entity Spawning and Entity Health, for improved fine tuning of the gameplay.
Load and Save your progress so you can pick back up where you left off.
Levels and Districts:
District #7 of Level 0 - It features a great deal of verticality as well as plenty of mind bending non-euclidean action making it easy to get lost.
District #8 of Level 0 - It features a highly symmetrical map with an upper and lower level. This map also features the Headquarters of the U.N.C.B.
District #2 of Level -1 - It features a map quite a bit larger than District #1 of the first negative level.
Level 0.1 (Empty Home) Expansion - The map Empty Home has been given a large expansion, allowing you to explore a much larger section of the map.
The system for loading maps has been overhauled which should result in faster load times in theory.
There is now a loading screen when you travel from one map to another which will display a thumbnail of the level.
Many of the level preview thumbnails on the main menu have been updated.
New Mechanics:
Landmines that trigger on proximity for both you and entities.
Switches, buttons and levers will be added to the game which can be used to interact with the environment. They can also be used for simple puzzles and to activate traps.
Light sensitive switches that you have to shine a torch on to activate.
Buttons that you have to stand on to activate.
An eyeball that you have to shoot to open a door, for example.
Metal doors that can be opened or closed with switches / buttons / levers...
There is now a lock-picking system which requires a box of lock picks, kind of like ammo for weapons. You start with a set amount of lock picks but have to find more. If you put too much pressure on a lock pick, it might break.
Death Screen:
When the player dies, there is now a game-over screen that gives you a level specific ending and then ranks your overall performance using a score and a grade.
You then get the option to respawn, quit to main menu or quit to desktop.
Weapons:
There are now twice as many weapons in the game as before including a Laser Blaster, new Assault Rifles and Sub Machine Guns.
There is a new vending machine for weapon ammunition.
There is a new design for the weapons chest and the weapons chest will now spawn you a random weapon.
Improved less glitchy weapon swapping system for when you are carrying more than two large weapons.
Aiming down sight with a weapon will now reduce the controller / mouse sensitivity allowing for a more accurate aim down sight.
There's a new damage system for weapons that takes into account the damage profiles of different weapons at various ranges. Before, all automatic weapons had the same damage profile.
Each weapon now has its own unique fire rate. Before, all automatic weapons had the same fire rate.
General Improvements:
A randomized item spawning system has been added so that items aren't always in the same place. This adds a degree of randomness to each playthrough and also allows for greater degrees of gameplay customization such as deciding the spawn frequency of items or how hazardous the items that spawn are.
Overhaul of the pause menu in-game to allow you to adjust options settings in game.
Respawning now doesn't trigger a loading screen and will respawn the player instantly.
There are new vending machine designs for each of the vending machine types.
Other:
Bug Fixes
The Poolrooms variant of the main menu screen has been updated to look nicer.
An additional main menu screen has been added for Remodeled Mess (Level 0.2)
Horde Mode has been delayed Horde Mode has been delayed for the update after this one:
Horde Mode - A new game mode where you survive wave after wave of entities, with each wave getting progressively harder to survive. You must fortify locations, open up the map, earn points and try and survive as long as possible.
Horde Mode map variants - Every map will have its own Horde mode variant designed for the new game mode.
Beta 1.2.0 coming soon - 1 year development anniversary!
The game started development about a year ago today, which is cool! The game has come far since it began a year ago.
I want to do a bigger than usual update again, this time focusing on gameplay. It may take longer than the typical month but it will be worth it as it will basically double the size of the game.
New Game Mode called Horde Mode:
Horde Mode - A new game mode where you survive wave after wave of entities, with each wave getting progressively harder to survive. You must fortify locations, open up the map, earn points and try and survive as long as possible.
Horde Mode map variants - Every map will have its own Horde mode variant designed for the new game mode.
Entities:
New Entities - The addition of Horde Mode makes now a good time to add new entities. I will be adding Hounds, the Followers of Jerry and the popular Bacteria Creature.
Improved Entity AI - Improvement and adjustments to entity AI behavior.
More variety in behavior between Entities - Some entities only move when you aren't looking. Some will stalk you from a distance. Some will only agro if you point a weapon at them or get too close.
Improved Entity Spawn System - More options to fine tune entity spawn settings. Easier and harder difficulties to chose from including invincible entities or one shot kill entities. Entities can spawn in almost any map now except for maps where the lore says the level is safe.
New Gameplay Options for Survival Mode (Normal mode's new name):
Return to the classic Alpha style gameplay with the new option to turn off the inventory. Will make it so that vending machines and items are used instantly instead of placing the items in your inventory.
Infinite Ammo will be a new gameplay option, allowing you to become much more lethal to entities.
Infinite Stamina will be a new gameplay option, for if you want to glide through the backrooms at super speed.
Entity settings have been broken into two separate options: Entity Spawning and Entity Health, for improved fine tuning of the gameplay.
Load and Save your progress so you can pick back up where you left off.
Levels and Districts:
District #7 of Level 0 will be released. It will feature a great deal of verticality as well as plenty of mind bending non-euclidean action making it easy to get lost.
The system for loading maps has been overhauled which should result in faster load times when you first start the game. In some instances, loading between maps will be faster and in other instances slower depending on the map.
In a previous build, I overhauled the way the maps work once before and it meant that I had to separate the Level 0 maps into two separate chunks. This will no longer be the case and all Level 0 maps will now be linked together like they were in Alpha builds. So the maps will feel more connected to each other.
There is also now a loading screen when you travel from one map to another to mask the obvious loading and unloading (lol)
New Mechanics:
I'm porting over several mechanics from my other project Cyberscape City. The game will now feature landmines.
Other planned features for the update include:
Bug Fixes
More to be announced soon.
The Poolrooms variant of the main menu screen has been updated to look nicer.
An additional main menu screen has been added for Remodeled Mess (Level 0.2)
Beta 1.1.2 coming soon - 1 year development anniversary!
The game started development about a year ago today, which is cool! The game has come far since it began a year ago.
I want to do a bigger than usual update again, this time focusing on gameplay. It may take longer than the typical month but it will be worth it as it will basically double the size of the game.
Planned features for the update include:
Horde Mode - A new game mode where you survive wave after wave of entities, with each wave getting progressively harder to survive. You must fortify locations, open up the map, earn points and try and survive as long as possible.
Horde Mode map variants - Every map will have its own Horde mode variant designed for the new game mode.
Bug Fixes
New Entities - Aiming to do Hounds, Followers of Jerry and the popular Fungus Creature as well as touching up the AI on some of the entities.
More to be announced soon.
Beta 1.1.1 (Quick patch coming soon to fix some bugs)
Quick patch coming soon to fix some bugs.
Beta 1.1.0 - Coming January 13th/14th (sorry for delays, big update)
Maps:
Upgrading from Unreal Engine 5.0 to Unreal Engine 5.1, which will allow the use of nanite without giant chunks of the game becoming incompatible with VR. This will make Kyoto Dreams VR compatible and will mean the game is overall more optimized. This might help stabilize the game on 10 series graphics cards.
Will include the new District #3 of The Poolrooms which is the largest Poolrooms map to date and will feature a fully fleshed out underwater labyrinth.
District #2 of The Poolrooms has been expanded with a new area.
New texture for the surface of water when viewed from underwater.
Kyoto Dreams has received an expansion and looks beautiful.
A preview for Level 0.1
Weapons:
Improvements to the ammunition system; Guns will each have different ammo types and separate ammo counters.
Guns will now do a different amount of damage based on range.
Each gun will deal a different amount of damage overall.
Guns will now take time to reload instead of it being instant and there will be a reload animation.
New Gun SFX.
Sawed Off Shotgun added.
Bolt-Action Rifle added.
Two new Automatic Assault Rifles added.
A Firesalt Gun that shoots incendiary ammo added.
A weapon that shoots a sustained laser burst added.
Player:
Can now "Sprint" while swimming.
Small white dot no longer visible in middle of VR (it's used to select items in regular mode)
Crouching added which will open up future possibilities for level design.
You will now receive a notification when drowning and special drowning music will play.
You will now receive a notification when dying of thirst, starving or going insane.
Entities:
Partygoers have been redesigned so they now freeze in place when you are looking and move incredibly fast the moment you look away. They will regularly get the jump on you and you'll know there's one moving off screen by the creaking sound they make.
Other:
Random item cabinets.
Random weapon crates.
FPS lock options to reduce GPU usage.
Main Menu bug fixed where it wouldn't let you use the mouse to click the buttons.
Beta 1.1.0 - Coming End of January (big update, technical issues too)
Been having technical issues to deal with that have slowed me down. Sorry for the delays. It will be soon.
UPDATE: Still dealing with technical issues but working through them. Focusing on VR now and fixing whatever strange glitches the new Unreal Engine has caused. Just got through with dealing with a bunch of lightmap and gpu lightmass glitches with Unreal Engine that took forever to solve but are over now. Future updates won't take this long and once this is out, I can resume the regular one a month schedule. Sorry for the delays.
Maps:
Upgrading from Unreal Engine 5.0 to Unreal Engine 5.1, which will allow the use of nanite without giant chunks of the game becoming incompatible with VR. This will make Kyoto Dreams VR compatible and will mean the game is overall more optimized. This might help stabilize the game on 10 series graphics cards.
Will include the new District #3 of The Poolrooms which is the largest Poolrooms map to date and will feature a fully fleshed out underwater labyrinth.
District #2 of The Poolrooms has been expanded with a new area.
New texture for the surface of water when viewed from underwater.
Kyoto Dreams has received an expansion and looks beautiful.
A preview for Level 0.1
Weapons:
Improvements to the ammunition system; Guns will each have different ammo types and separate ammo counters.
Guns will now do a different amount of damage based on range.
Each gun will deal a different amount of damage overall.
Guns will now take time to reload instead of it being instant and there will be a reload animation.
New Gun SFX.
Sawed Off Shotgun added.
Bolt-Action Rifle added.
Two new Automatic Assault Rifles added.
A Firesalt Gun that shoots incendiary ammo added.
A weapon that shoots a sustained laser burst added.
Player:
Can now "Sprint" while swimming.
Small white dot no longer visible in middle of VR (it's used to select items in regular mode)
Crouching added which will open up future possibilities for level design.
You will now receive a notification when drowning and special drowning music will play.
You will now receive a notification when dying of thirst, starving or going insane.
Entities:
Partygoers have been redesigned so they now freeze in place when you are looking and move incredibly fast the moment you look away. They will regularly get the jump on you and you'll know there's one moving off screen by the creaking sound they make.
Other:
Random item cabinets.
Random weapon crates.
FPS lock options to reduce GPU usage.
Main Menu bug fixed where it wouldn't let you use the mouse to click the buttons.
Been having technical issues to deal with that have slowed me down. Sorry for the delays. It will be soon.
UPDATE: Still dealing with technical issues but working through them. Focusing on VR now and fixing whatever strange glitches the new Unreal Engine has caused. Just got through with dealing with a bunch of lightmap and gpu lightmass glitches with Unreal Engine that took forever to solve but are over now.
Maps:
Upgrading from Unreal Engine 5.0 to Unreal Engine 5.1, which will allow the use of nanite without giant chunks of the game becoming incompatible with VR. This will make Kyoto Dreams VR compatible and will mean the game is overall more optimized. This might help stabilize the game on 10 series graphics cards.
Will include the new District #3 of The Poolrooms which is the largest Poolrooms map to date and will feature a fully fleshed out underwater labyrinth.
District #2 of The Poolrooms has been expanded with a new area.
New texture for the surface of water when viewed from underwater.
Kyoto Dreams has received an expansion and looks beautiful.
A preview for Level 0.1
Weapons:
Improvements to the ammunition system; Guns will each have different ammo types and separate ammo counters.
Guns will now do a different amount of damage based on range.
Each gun will deal a different amount of damage overall.
Guns will now take time to reload instead of it being instant and there will be a reload animation.
New Gun SFX.
Sawed Off Shotgun added.
Bolt-Action Rifle added.
Two new Automatic Assault Rifles added.
A Firesalt Gun that shoots incendiary ammo added.
A weapon that shoots a sustained laser burst added.
Player:
Can now "Sprint" while swimming.
Small white dot no longer visible in middle of VR (it's used to select items in regular mode)
Crouching added which will open up future possibilities for level design.
You will now receive a notification when drowning and special drowning music will play.
You will now receive a notification when dying of thirst, starving or going insane.
Entities:
Partygoers have been redesigned so they now freeze in place when you are looking and move incredibly fast the moment you look away. They will regularly get the jump on you and you'll know there's one moving off screen by the creaking sound they make.
Other:
Random item cabinets.
Random weapon crates.
FPS lock options to reduce GPU usage.
Main Menu bug fixed where it wouldn't let you use the mouse to click the buttons.
Been having technical issues to deal with that have slowed me down. Sorry for the delays. It will be soon.
Maps:
Upgrading from Unreal Engine 5.0 to Unreal Engine 5.1, which will allow the use of nanite without giant chunks of the game becoming incompatible with VR. This will make Kyoto Dreams VR compatible and will mean the game is overall more optimized. This might help stabilize the game on 10 series graphics cards.
Will include the new District #3 of The Poolrooms which is the largest Poolrooms map to date and will feature a fully fleshed out underwater labyrinth.
District #2 of The Poolrooms has been expanded with a new area.
New texture for the surface of water when viewed from underwater.
Kyoto Dreams has received an expansion and looks beautiful.
A preview for Level 0.1
Weapons:
Improvements to the ammunition system; Guns will each have different ammo types and separate ammo counters.
Guns will now do a different amount of damage based on range.
Each gun will deal a different amount of damage overall.
Guns will now take time to reload instead of it being instant and there will be a reload animation.
New Gun SFX.
Sawed Off Shotgun added.
Bolt-Action Rifle added.
Two new Automatic Assault Rifles added.
A Firesalt Gun that shoots incendiary ammo added.
A weapon that shoots a sustained laser burst added.
Player:
Can now "Sprint" while swimming.
Small white dot no longer visible in middle of VR (it's used to select items in regular mode)
Crouching added which will open up future possibilities for level design.
You will now receive a notification when drowning and special drowning music will play.
You will now receive a notification when dying of thirst, starving or going insane.
Entities:
Partygoers have been redesigned so they now freeze in place when you are looking and move incredibly fast the moment you look away. They will regularly get the jump on you and you'll know there's one moving off screen by the creaking sound they make.
Other:
Random item cabinets.
Random weapon crates.
FPS lock options to reduce GPU usage.
Main Menu bug fixed where it wouldn't let you use the mouse to click the buttons.