In this update, the existing save system that frequently encountered issues has undergone significant changes.
Apart from the bugs in the previous save system, we believed that the current system of automatically respawning while preserving the game progress after death, as a "survival game," greatly undermined the challenging aspect. Additionally, we decided that it was necessary to properly address this system before further improving the gameplay.
Ultimately, we changed the game system from a "character"-centric "automatic" save to a "slot"-centric "manual" save method. From now on, when you die, you will no longer respawn automatically but instead start again from one of the saved slots. (In the upcoming "Survival Mode" added in a future update, dedicated save slots will be provided, and all related slots will be cleared upon death.)
Saving can only be done through the new installation called the "Will Storage," and characters saved in the previous version will have a nearby Will Storage automatically supplied (which can also be crafted with two logs, eight pipes and one safe).
Therefore, players (single-player or multi-host) need to place a Will Storage in their base and save periodically to ensure stable gameplay, encouraging a more base-focused gameplay. Furthermore, by completely transitioning to slot-based manual saves, we have prevented situations where existing data became permanently damaged without recovery options.
As a result, there have been some changes in the multiplayer aspect:
1. The role of the host is crucial in saving world information.
Only the host can save world information, while guests can only save their own status and location information. As a result, guests can no longer affect resource situations in the host's world, ensuring more stable world saving and preventing item duplication.
When entering a new room as a guest, you will receive "basic items," and any items obtained in the room will be left in the host's world when you exit the room. (We apologize to those who have been playing with friends in previous versions, but the inventory will be reset as the "basic items" upon re-entry to the room as a guest.)
2. In multiplayer, when the player's health is fully depleted, they will "collapse."
While in the "collapsed" state, players can hardly perform any actions but can be rescued by other players. If this state persists, the player will eventually die, and if the host dies, the world must be reloaded from the previous slot, and all guests must rejoin.
If a guest dies, they will respawn at the 48th floor tent with their inventory intact. ("Corpse bags" will no longer spawn, and instead, the guest will leave behind a "duffel bag" containing their items when exiting.)
As there will be significant changes in actual gameplay in the next update, we believed that improvements to the save system should precede. We have actually spent over a week working on these improvements, and we apologize for the delay.
The upcoming update will include:
1. Changes in the ending conditions.
2. Removal of area-specific generators, addition of hidden reward rooms.
3. Allowing crop cultivation mechanics to be available from the early stages.
4. Addition of player states related to scent.
5. Spending the night by sleeping.
6. Survival mode.
7. Various balance adjustments and convenience improvements (controller support and key bindings).
The detailed contents of this patch are as follows:
[New Save System]
• Game information is no longer automatically saved.
• Saving can now only be done using the installation called the "Will Storage." For characters played in previous versions, a Will Storage will be generated nearby.
• The previous character save method has been changed to a "slot save" system. Previously saved characters are still accessible.
• After dying, players can reload the saved information from a previously used "slot" and resume from there.
• If there is any corruption in the information saved in a slot, a message indicating damage will be displayed.
[New Multiplayer System]
• When the player's health is fully depleted, they will "collapse."
• "Collapsed" players can only be revived by other players or choose to die on their own.
• When entering a new room as a guest, instead of carrying their original inventory, players will have "basic items."
• The guest's inventory is only valid within that room and will be left in the host's world upon exiting.
• This includes cases where the connection is abnormally lost.
• When the host saves world information, the guest's inventory will be stored in a "duffel bag" (a type of storage) in the corresponding room.
[System]
• The "Will Storage" installation has been added. Players can now save game information in slot format using the testament. The Will Storage can be crafted at the workbench using two logs, eight pipes, and one safe.
[Localization]
• Additional translation documents have been added to address missing translations in French, German, Japanese, and Simplified Chinese.
[Bug Fixes]
• Fixed a bug where opening the "Survival Notes" in the main menu prevented other UI interactions in the game.
• Fixed a bug where pressing the "M" key to zoom in on the map didn't display the floor information correctly.
• Fixed a bug where physics effects were not immediately applied when placing installations in mid-air.
• Fixed a bug where continuously picking up items or performing melee attacks during interaction didn't trigger the attacks and only decreased stamina.
• Fixed a bug where some punctuation marks in Simplified Chinese appeared as squares.
• Fixed a bug where shadows on the ceiling were not properly displayed in the "Sky Lounge" area.
• Fixed a bug where items inside drawers occasionally misplaced or became visible through them.
• Fixed a bug where the detection gauge for some regular snipers in the "Sky Lounge" area was not visible.
[Other]
• In the back card key panel, it is now possible to open the card key door without the need for generator operation. This is a temporary patch for those affected by the bug where all card key door information was reset due to inconsistent saved data in previous versions.
We would like to express our sincere gratitude to all those who continue to support our game and provide feedback.
Studio Hatch
Steam Cloud Synchronization Available!
Hello,
We have just released an update on the Steam Cloud!
If you encounter any issues with synchronization on your first attempt, please try again.
If the problem persists or if you feel that the data is not syncing correctly, please feel free to contact us via (hatchdoor21@naver.com) at any time or post a report on the discussion forum.
Wishing you all a wonderful start to the week.
Studio Hatch
v3.6.5.4.9 +minor hotfixes
Hello,
We have made a few bug fixes in this small update. Here are the details:
1. Fixed the bug that caused the gameplay to freeze when the player interacts with any of the notes.
2. Resolved the bug that applied fall damage when the player jumps and then enters the vent.
Thank you once again to everyone who reported the bugs and provided feedback.
Wishing you all a lovely Sunday.
Studio Hatch
v3.6.5.4.9 Hotfix
Hello,
In this v.3.6.5.4.9 patch, the main highlights are optimization, save bug fixes, and minor adjustments to the game system.
Firstly, we have significantly improved the frame rate for most specifications. This was achieved by applying occlusion to the AI, resolving the issue where AI was being activated in all areas instead of just the active area. While there may still be some frame drops when AI is activated, we will continue to improve this in the future.
As a result, we have observed significant improvements in the functionality of existing graphics-related options and will adjust the minimum and recommended specifications accordingly.
Secondly, we have fixed three major save bugs reported:
1. A bug that caused the save file to become corrupted when the player falls to the bottom while exiting to the main menu.
2. An intermittent bug in multiplayer mode that caused the save file to become corrupted when the host leaves the room or exits the game.
3. A bug in multiplayer mode where the save file of the guest player becomes corrupted when the host leaves the room during the guest's map loading process.
We have also discovered that in the previous multiplayer system, if the network connection is lost before the world information is fully saved, it can result in a crash. We have made structural changes to make multiplayer more stable and enjoyable.
Furthermore, we suspect that the bug causing the character to change and become unplayable, including the inability to recover stamina, was related to bugs number 2 and 3. Although reproducing this bug is still difficult, we kindly request that you report any related bugs in the future.
Thirdly, there are other improvements and temporary adjustments to the game system and balance, including:
• Reducing the duration of the slowing effect caused by monster attacks from 0.5 seconds to 0.3 seconds.
• Standardizing the activation time of all generators to 15 seconds.
• Adding shadow quality options.
• Adding toggles for shadow: items.
• Adding toggles for shadow: furniture and appliances.
• Adding mouse smoothness option.
• Fixing a bug where activating the "Survival Note" in the game did not properly close the UI when pressing ESC.
---
Next week, we have planned convenience improvements such as key binding, controller support and Steam Cloud integration. As for significant upcoming patches, there will be changes to the "save system" and major game design changes.
We sincerely appreciate your support and feedback. Wishing you a wonderful weekend.
Warm regards,
Studio Hatch
Talking about Gameplay
Hello, this is Studio Hatch.
In this announcement, we would like to hear your overall opinions on your gameplay experience.
While optimization is a significant issue, we believe we can gradually resolve it in the future. Additionally, as we have gathered numerous insights within a day, many improvements are planned in the near future!
Since the game's release, we have been continuously reviewing the game content by watching players' streams and carefully reading all your feedback.
The core issue we have identified is the "generator system." While the basic mechanics (AI, ventilation, etc.) have received positive feedback, the generator system, as a means of unlocking areas, has resulted in repetitive and intensified situations, causing significant fatigue among many players. This is a complete oversight on our part that hasn't been significantly improved since the demo.
Unfortunately, both playstyles that most players have adopted (stealth and aggressive combat) have encountered obstacles within the current system. Players exploring the map in stealth mode have felt fatigue due to repetitive and forced combat encounters, while those engaging in aggressive combat have experienced unreasonable difficulty in obtaining sufficient item supplies in the mid to late game. This appears to be a result of the oppressive nature of the generator system.
As a result, our studio has made a decision to change the ending conditions. Instead of the previous map unlocking method (generator), we will revamp the level design and balance the game around the pure objective of "surviving for a specific period (approximately 30 days/12 hours in real time)," taking into account the overall map exploration time if done leisurely.
While there are currently many systems in place for survival (crop cultivation, water, oil, etc.), most of them lose their relevance within the current ending conditions. However, by shifting the ending condition to pure survival, the restrictive generators that hindered free map movement will be removed, and the organic map design and the circulation of hidden respawn resources will have meaningful effects. Stealth-oriented and exploration-focused players will be able to escape from forced combat encounters, and aggressive players will have the opportunity to engage in combat at their preferred timing.
If the decision is finalized, we can implement these changes very quickly.
Please take the time to read our perspective, and if you have any suggestions or alternative ideas, including the proposed solution and the approximate 30-day ending condition, feel free to express them in any language. Thank you.
Early Access Hotfix v3.6.5.4.7
Hello,
This hotfix is also a patch for optimization and some convenience issues.
First of all, we apologize for not properly supporting high-resolution and high refresh rate monitors. It has been confirmed that there have been some instability in player movement on monitors with a refresh rate higher than 60Hz.
For now, as a temporary solution, we have fixed the frame rate at 59 when using settings with a refresh rate higher than 60Hz.
We will further investigate this matter and make modifications to allow for higher frame rates if successful.
Truly, thank you to everyone who provided feedback.
Here are the detailed patch notes:
• Added motion blur option. • Fixed a bug where anti-aliasing option was not being applied correctly.
• Modified the physics effects to be applied gradually as the character moves around, instead of applying them to all items at the start of the game.
• Made server connection faster.
• Fixed a bug where the host disconnecting would result in the loss of previously saved world information in multiplayer.
Balance changes will be applied in the new game:
• Spawn rate of crafting materials increased by 1.2x.
• Health of the top chef nerfed from 4800 to 3600.
• Modified the buttons displayed in the inventory for regular state and workstation usage state to be different.
• Pressing ESC while the inventory is open will now close the inventory instead of bringing up the options menu.
• Modified the game to allow immediate visibility of the distillery and cooking station inside the tent at the start of the game.
• Added three toilets in some empty spaces in the bathroom area of the damper.
Early Access and Hotfix
Hello, this is Studio Hatch.
We have finally released the Early Access version.
First of all, we would like to express our heartfelt gratitude to those who patiently waited and supported us. Thanks to your support and interest, we were able to present our game.
However, we sincerely apologize to many users who were unable to enjoy smooth gameplay due to optimization issues ːsteamsadː
We are aware of these problems and are currently working hard to improve the optimization of the game. To achieve this, we are carefully listening to and analyzing feedback from all users.
We promise to continue collecting user opinions and making efforts to quickly resolve optimization issues. We are committed to providing players with the best gaming experience possible.
Once again, we thank everyone who has shown interest and love for our game, and we will continue to strive until we can repay you with an even better game.
Finally, here are the contents of the first hotfix:
1. Different Graphics APIs other than DirectX11 now supported: Attempting to mitigate graphic distortion issues on certain computer specifications.
2. Increased physics frame rate: Resolving the issue of choppy motion.
3. Added more Simplified Chinese translation.
Thank you all once again.
We sincerely hope you have a wonderful day.
Studio Hatch Co., Ltd.
The Highrise Demo v3.6.5.3.0
Hello, everyone!
We'd like to thank you for all the support and love you've given our game recently.
We've had to increase our servers FOUR times in the last weekend alone!
Thanks to you, we reached the #1 spot for daily active demo players as of May 7th!
We can't thank you enough.
Originally, we weren't planning on updating the demo until the Early Access launch, but we've decided to do one last update to make sure you can enjoy the game with a little more polish.
The first major addition is the mini-map.
> In each area, you can unlock a map of that area via an "information panel."
> In the demo, the icons that appear on the mini-map are limited to installations and yourself (more targets will appear after Early Access).
We've also fixed some critical bugs:
> A bug in which multiple players picking up the same item or installation in multiplayer mode would have their counts copied and a bug in which installations would push players into adjacent walls.
There are also some additions and changes to the world you start in after v3.6.5.3.0:
> "Seeds" are no longer found in hidden safes, as we felt they weren't an appropriate reward that would be as valuable in the early areas as in later areas when food begins to run out.
> A shortcut was added to the outer elevator going from the damper to the sky lounge.
[System]
• Added a mini-map system.
• Mini-maps can be acquired through the "information panel" in each area, and their acquisition information will be saved in your character.
• Increased the spawn rate of ingredients and food by 1.2x.
• Charged batteries now spawn in very small amounts in each area.
• Added a fire delay to each firearm.
[Additional Installations]
• Added the "Trampoline" installation. The trampoline allows you to easily travel approximately one floor in height—but watch out for falls!
• The "Grappling Hook" installation has been added. It can be placed on a wall or a downward-facing vent (but they are crafted from materials that appear in the Early Access version).
[Bug Fixes]
• Fixed a bug in multiplayer where multiple players would pick up the same item or installation and the count would be copied.
• Fixed a bug where dropped or placed installations would collide with players in that location, pushing them into adjacent walls.
• Fixed a bug where watering a garden pot with less than a day of growing time left would reset the growing time.
• Fixed a bug where players would be unable to pick up an item with a warning that the bag was full, even though they could still pick up more.
• Fixed a bug where smoke from the generator in the Outer Elevator would create shadows while it was running.
[Monsters]
• Monsters now have a stiffness effect when hit.
• Players will now suffer a short slowdown when a monster successfully attacks a player.
[Misc]
• The server name "Australia" has been corrected.
• Added a post-collision smoke effect for the Stink Bomb.
The Highrise v3.6.5.1
Hello!
In this update, we polished the overall game quality and also made “character attributes” available in Demo. (The playable characters in Demo are “Daisy” and “Eugene.”)
It was determined that an upper class of Sniffer—which was previously mentioned in the last update—failed to reach the standard of completion. It was therefore excluded from this update.
We apologize that the original save info has been reset. This is due to a new Steam connection configuration that’s required to properly link Steam and the game save info ːsteamsadː
• Fixed bug which caused guest to shake excessively on operating window cleaning elevator.
• Fixed bug which caused item thrown by guest to collide with guest.
• Fixed bug which prevented guest from damaging monsters with any shotgun and rifle.
• Fixed bug which caused bullet shot by guest to collide with guest.
• Fixed bug which failed to sync audio of window cleaning elevator.
• Fixed bug which occasionally caused repeated destruction of any destructible thrown item.
[UI]
• Buffed health now more intuitively displayed with highlighted orange color.
• Button and description UI displaying player/character names now added to Inventory.
• Throwing UI changed from trajectory display to position display.
• Detection UI size decreased.
• Big stimulus icon size decreased.
• If inventory is full, warning message now appears immediately before taking any item (not following hand grab animation).
[Bug Fixes]
• Fixed bug which unequipped any item after changing equipment from any barricade to other item.
• Fixed bug which sometimes sent wrong position from big stimulus to monsters.
• Fixed bug which caused respawned player to stand up inside vent.
• Fixed bug which caused glitchy look of specific Sky Lounge glass meshes and vent.
• Disabled shadow option from some particle effects which caused light flickering.
• VFX upon collision of thrown item with monsters/players changed from concrete VFX to dust VFX
• Fixed bug which despite saving inside vent, caused player to spawn on most recent ground location instead of inside vent.
• Fixed bug which deactivated code search input in Join Room Multiplayer interface.
• Increased range of light from monsters lit by Molotov—disabled shadow for optimization.
• Fixed bug which caused operating window cleaning elevators to flicker.
• Fixed bug which sometimes prevented player from sprinting once at beginning of game.
• Fixed bug which sometimes forced game to play with most recently saved file when using Continue interface.
• Fixed bug which caused direction of guard to work in opposite direction.
The Highrise Demo v3.6.5.0 Update
Hello,
Because of preparation for the Early Access version, the update has been late ːsteamsadː
We appreciate your continued support as we continue to improve the game experience.
Before the Early Access release, there will be one more update excluding this one.
In the next update, a monster that is superior to Sniffer will be added on the bottom floor of Hotel A (previously named VIP Residence).
And we’re announcing that the demo will be closed after the upcoming Early Access release!
The major updates in this version are as follows:
• improved optimization • changes in the conditions for the demo ending • interface updates • changes in the stimulus creation mechanism in the card key generator
Firstly, "Game mode", "Character attributes" and "the last saved time" are added to the interfaces of the character creation and "continue the game". (In the demo, new game mode and character attributes are not available.)
(The main reason for the change is the bug which didn't allow Sniffers to react well to the generator stimuli that are created by a guest in the Multiplayer mode. The mechanism was previously based on the "player" but now is based on the position of the generator.)
We also decided that the previous condition for the demo ending (which was the arrival at the bottom floor of Hotel A) left something to be desired. So now, the doors at the lowest level of Hotel A have generators and require a new card key to be cleared.
Finally, we optimized the game overall, which made every area provide nearly equal frame rate. But we're still working on the low graphic settings, and we may provide better experiences for users who have been experiencing too many low frame rate issues.
[Multiplayer Mode]
• We rolled the maximum stamina and hydration back to 100%, which were previously set to 70% of the Single-player mode.
[System]
• Patrol points of Sniffer in "Damper" are rolled back to the trash heaps that are randomly distributed around the area from those that are placed on the lowest floor of the area.
• The stimulus creation mechanism for the generator is switched from the "player"-based stimulus to the same stimulus creation mechanism as the "glass bottle".
• Now, Sniffer in detection immediately turns into the battle phase if attacked by the player.
• Now, most of the items spawn inside the breakables with drawers.
[Miscellaneous]
• Now, few helicopters appear irregularly at far distances in the city background.
• Hotel A (previously named VIP Residence) has a few changes in the mesh on the lowest floor.
• Conditions for the demo ending are changed: generators on the 31st floor of Hotel A must be activated, and the player must cross over one of the doors with them.
• Now, "game mode" can be chosen in the character & world creation interface.
• "Last saved time" is now shown in the loaded character info.
• "Character attributes" icons are now shown in the loaded character info. (Actual functions of character attributes don't work in the demo.)
[Bug Fixes]
• The bug that allowed the player to be attacked while standing behind Sniffer is fixed.
• The bug that eliminated remaining items on a corpse if not taken fully at the beginning is fixed.
• The bug where certain blur FX didn't work properly is fixed.
• The bug where Sniffer continued to rush after an attack even when the player is in the range of attack is fixed.
• The bug that prevented the player from being damaged by Sniffer when the player is standing on a door is fixed.
• The bug that occasionally created glitches in animations of other players in the Multiplayer mode is partially fixed.
• The bug that made the rifle disappear into the ground when dropped on the floor is fixed.