0.7.6e has been pushed to the new beta branch! This includes a ton of new balancing changes, aesthetic changes, and more. I'm pushing this to a new branch because I'm still testing the difficulty and balance with some of these new changes, and it'll take a ton of testing to make sure this is what's right for the game overall.
The majority of these changes are to suit the vibe closer to the vision I have for the game, as well as to insist on a more mature and restrained tension.
Below is the changelog of changes that I can remember making in this version:
New NPC Conversation UI System. Click on NPCs to talk to them. It will either be a questgiver, or an NPC which opens a conversation window, where you can converse with and respond to NPCs. They will give positive and negative dialog, and you can respond with positive/negative/goodbye responses. The NPCs can give rewards, alert the player of stashes of items nearby, or alert the player of nearby spirits.
New "haunting level" system and difficulty rebalancing. Invisible haunting meter rises as the player explores, which is then the origin of most spirit and enemy spawns the higher it rises. Beating levels (-33%), collecting keys, and hanging out in blessed rooms are a few ways to lower the haunting level.
Subtle new effects on many talismans. New particle effects, and brief physics pulse (pushes phys objects) from used talismans. Warp talismans tosses objects around within the path of the warp.
Overhaul on many SFX. New ambient sounds added (creaks etc). Many of the old more aggressive ambient sounds have been made much more rare, making for a quiet experience when hauntings are not occurring. Ambient sounds on outdoor floors completely overhauled. New SFX upon beating a floor with a key. New SFX upon beating a floor with an elevator. Footstep SFX softened slightly. Some SFX reduced in volume.
Many new songs added to OST. Some songs removed.
New spirit behaviors and types. "Standing" ghosts which are little to no harm to the player (I think). "The haunting" which is an invisible intangible entity that moves around the level, makes sounds, imitates player footsteps, and interacts with objects like doors.
New TV animations. 16 new TV animations which can play on TVs. TVs will now attract spirits to it every 15-45 seconds that they are making sound, which can cause problems for the player, or can be used by the player to concentrate spirits in one spot (like a less effective Beacon Talisman). TVs can also now be smashed by throwing a physics object at it, which will stop its sound and stop it from attracting spirits.
"A door has opened somewhere on the floor" text removed, from floors without an end door / key. The door will now silently unlock with no text shown.
New room "Room5a" added to Japanese Mansion floortype. More rooms soon to be added.
Swinging wooden doors added to many rooms and floortypes. New sounds added to those doors.
New hanging decor added to many halls and rooms. New SFX when running through these objects.
Bugs fixed associated with particle lag, flashlight, etc.
Various changes to RNG and probability.
Other stuff I can't remember.
Known bugs:
Sometimes flashlight needs to be toggled twice to turn on after opening map.
Sometimes after entering an NPC conversation, dialog options cannot be clicked, softlocking the game.
Sometimes questgivers reward the player with notes, which have been removed from the game, so they drop nothing and say "here's a note".
Weird rubberbanding issue after beating some floors which softlocks the game. Very rare. Still trying to figure out what causes this.
To switch to the beta branch, right click on the game in your Steam library and click "properties". Go to the "betas" tab, and switch to the "beta" branch, as shown here:
Enjoy and let me know what you think! Feel free to start a discussion on Steam, join our discord, or reach out on twitter if you have any suggestions.
ToruTaru Experimental Branch Update (0.7.5e1)
ToruTaru experimental branch has been updated with new sounds, visuals, ghost behaviors, and rebalancing / bugfixes. Here is a list of many of the changes:
All spirits make distinct ambient foley sounds which reflect their state. Calm / benign spirits make soft rustling sounds, while angered spirits audibly stretch the wood around them. Glitchy shortwave radio sounds removed from most ghosts.
"Cursed areas" (the fog that spawns a ghost) now appears as a sigil burned into the ceiling, which is dripping onto the floor. The player can hear the dripping. This makes cursed areas much more noticeable.
Matches are now more abundant; there is a 60% chance 1 matchbox will spawn on any floor, 20% chance two will spawn, and 20% chance none will spawn. Before it was 33% chance to spawn one.
Calm / benign spirits now have more possible behaviors, including avoidant and shy behaviors. Before, they would charge at the player if the player looked at them. Now, there are many different types of unpredictable actions the spirit can take when looked at.
Talisman effect hints are now seen from the pause menu, and some information (current floor and stats) is no longer shown on the pause menu.
Light spirits no longer have a spirit model, and are just light. Their sound cannot be heard past 1.5m, slightly larger than their damage hitbox.
Silly new cheat code that allows the player to hit a vape every 12 seconds.
Probably other stuff.
Hope you enjoy! Let me know if you run into any bugs, much of this is not fully tested!
-hV
0741 Patch
Small patch to fix old player model appearing, pixel filter defaulting to off, and includes all Mac updates.
ToruTaru 0.7.4 "Dimensions" Major Update
0.7.4 "Dimensions" Update
Massive Update
I don't even really know how to categorize these changes, and I probably missed many, but below is a changelog of everything that's changed.
First, the bad news: The game's intro sequence has not changed, so certain quality-of-life updates to the main game will not be reflected in the intro, like the ability to erase ink on the map, or the ability to see the player's 3D rigged and animated body. The intro will be redone as the next highest priority. Also, the Mac OSX version of the game will be published tomorrow - sorry for the delay!
Without further adieu read on for the exciting new changes to ToruTaru, playable NOW!
- Player can rebind all keys from the main menu - Pixel filter can now be turned off in the main menu - Dead end doors have new sounds and jiggle when player attempts to open them - When a dead end door unlocks to let the player into the next area, the door opens a crack and air floats in - EnemyActivators are more conspicuous with more fog and a dim throbbing red glow - 4 new larger 3D physical enemies added as a random chance on any level - 5 new 3D zombies added with new AI behavior to replace all zombies. 3 different zombie types have been made; normal, crawling, and running - Player now has a rigged and animated 3D body - All questgivers, quest objects, and matches now have 3D models - All spirit models have been converted into 3D sprites - Added 3D girlfriend follower, added defensive talisman behavior on girlfriend, added complaining on girlfriend, fixed bug where girlfriend could not die, removed text bubbles from girlfriend - Put NPCs and questgivers on the navmesh with some basic AI - Physics objects overhauled, can be picked up and carried with left click, and thrown with V. Holding V rotates the object with the mouse. - Throwing phys objects at spirits pushes them back, throwing phys objects at zombies hurts and kills them - Large furniture (e.g. chests, cabinets) can now drop multiple coins, and physics objects - New videos have been added for all TVs - Humanoids and Spirits now each have their own respective nav meshes. Spirits keep the old navmesh (walk through walls etc), and Humanoids walk on an automatically generated navmesh which restrains them to walk on the floor and not through walls. The Sick Infinity and Procreator walk on the Humanoid navmesh. - Walking into an enemy used to play a stupid loud "scary" sound; now it causes the player to stumble and creates a sound of pushing past the enemy - An attempt was made at fixing the flashlight - Dead end doors no longer have a "gotcha" door on top of them, opening to a dead end - Entire game has been retextured - Outside of mansion redesigned - Added new spirit damage effects and sounds - Added a small nav block around player when spirit damage is taken so player doesn't get dogpiled - The map can be zoomed with the mouse wheel, and panned by middle clicking on a room - The map has a fixed perspective - In the map view hold right click to erase ink - "Notes" are being phased out and have been removed from play - New cheat menu - NPCs and Questgivers have smarter walking - New blood effects and sounds - Small chance for lots of zombies in cave level type - Super small chance for lots of zombies in any level - New peaceful cheat - Doors can now be opened by any npc or enemy - Eye talisman secondary ability visions have been changed to better orient player and can be skipped - Enemies when killed will now drop a bouncy orb of light, that when picked up (C by default) breaks into a random item. This occurs when player dispels a spirit, or beats a zombie to death - Fixed bug where objects could be picked up while in the pause menu - Misc bugfixes - Probably other stuff
Achievements bug fixed.
Achievements weren't working. Thanks rufus mcgayhee for pointing this out. It should now be fixed and achievements achieved while this was broken should come pouring in as you play.
TORUTARU BETA 0.7.3.0 Coin Farmer Overhaul - MAJOR UPDATE
TORUTARU BETA 0.7.3.0 Coin Farmer Overhaul MAJOR UPDATE
Summary
Been a while since I've posted to the default branch. Thanks for your patience while I took my time developing a health system on the experimental branch, adding tons of new features, et cetera. This past week I took a week off at my job, and hammered out a ton of new features and bugfixes. Very excited to show you the work that's been done. This update is going to the default branch as an official update.
COINS
Blessed fountains - drop a coin into it to gain a passive buff, which spawns more useful items in random places (talismans) over time. At the end of the buff, coins are spawned in a random place. This buff stacks, so dropping many coins in will produce many talismans spawning on levels. Lasts a few minutes.
Standing in blessed fountains heals the player, up past max HP to 6++ HP.
Cursed fountains - drop a coin into it to gain a passive debuff, which spawns drifting spirits (idle, nuisance spirits) in random places over time. At the end of the buff, a black angered spawn cloud is spawned in a random place. This buff stacks, so dropping many coins in will produce a chaotic swarm of spirits spawning all over the level. Lasts a few minutes.
Standing in cursed fountains causes the player to hallucinate, similar to the effects experienced when the player is at 1HP.
Jukebox - insert a coin into it and music will play, and the jukebox will dance around. Within a radius (shown by purple particles) spirits will not come close to the jukebox while music is playing. When song is over, the buff is disabled until another coin is inserted.
Small chance that jukebox plays cursed music, which spawns drifting spirits (idle, nuisance spirits) and calls them to the jukebox. Music will appear backwards and downpitched.
TALISMANS
Dispel talisman no longer wipes the whole floor. Instead, it produces a bubble (about 15 feet radius), and anything within the bubble is dispelled.
Changed beacon talisman behavior to make it trap spirits better.
Protection talisman secondary ability now pushes physics objects around.
HEALTH
Player now starts with 6HP as max HP.
Using the heart talisman, or by standing in a blessed fountain, player can heal past 6HP for a total of 8HP. (6+ and 6++ HP)
Health meter graphics changed.
Health meter buffs and debuffs changed.
FLOORS
New floor type "Grandpa's Wooden House" which features 111 unique wall decorations
"Hedgemaze" floor type now spawns with 1 of 3 daytimes - day, night, or redsky.
All floors now have "Large Furniture" objects, which are either bookshelves or cabinets. Cabinets can be opened by walking up to them. They contain either talismans or coins.
"Hedgemaze" and "Villa" floor types can spawn fountains. Rare in Hedgemaze floor type, VERY rare in Villa floor type.
Floor generation has been slightly altered for better generation.
New room types can spawn in "Villa" floor type.
Many small "clutter" physics props removed or changed, including the fishbone and food container. New props have been added, like randomly sized books and others. Colors changed on remaining props.
All floors which can spawn Large Furniture objects have a small chance to spawn a Jukebox.
MISC
2 new "alone" songs added, played on dulcimer.
Over 30 new "death tips" written, bringing the total death tips to 51.
6 new character models with unique voices added. (Although I haven't seen them spawn yet so I don't know if they work yet)
Backspace key can now be used, in addition to the ~ key, to "study" talisman effects. (I did this because someone on Steam complained that they have no ~ key. I still can't program user-rebinds, sorry, bad programmer, everything's hardcoded, I'm stupid, I know)
BUG FIXES
4k resolution no longer has glitched dialog boxes or cut off screen effects
Probably more stuff
Experimental Branch Update 0.7.2.0.G - "Heart" Major Overhaul
0.7.2.0.G
Experimental Branch
HEALTH
Player now has a health meter (instead of just dying after standing near enemies for too long)
Player starts with 8 HP, shown in the top left of the screen as a circle with 8 pieces. The health meter shows only when taking damage, or when looking at inventory by pressing TAB. When this meter reaches zero, the player will die.
A new death animation occurs when player is dead, where the player collapses and is attacked one last time by a screaming spirit.
When player is at low HP, they will hallucinate.
At 3HP and lower the player will have a heavier head sway, and dirt effects will appear on the screen. They will also run slightly slower at 4HP and below but will actually run faster than normal at 1HP due to an adrenaline rush.
Blessed rooms (talisman rooms) slowly heal player to max health by the player standing in them.
New Heart Talisman can also restore health (see "Talismans" section of changelog)
Zombies now strike the player, instead of killing with aura damage
When spirits damage the player, new graphics are displayed
Enemy attack/damage speed is determined by "Difficulty" setting from the main menu
Girlfriend's HP has been dropped from 30 to 7.
Girlfriend's HP can be restored by talisman rooms, as well as Heart Talisman's secondary ability.
TALISMANS
New Heart Talisman, which can either heal the player for 3HP immediately (primary), or create an aurea which heals over time with a small area-of-effect (secondary) which can heal both the player and the girlfriend.
Currently the Object Talisman cannot spawn Heart Talismans.
COINS
Coins have been added to the game, a rare collectible item which will be used for many optional but helpful features.
Coins can be collected from NPCs and quests, and can also be collected by spirits defeated by the Dispel Talisman's secondary ability "Talisman Slap". Object Talismans can also drop coins.
Coins are dropped or thrown by pressing the V key. Short press for drop, long press for throw, hold for very long throw. There are 3 levels of throwing power for coins. They can be picked back up after thrown.
If a coin is dropped in the black fog which spawns angered spirits (e.g. rooms with burning candles), the spawner is disabled, allowing the player to pass through. However, if the coin is picked back up, the spawner will become active again, triggering an angered spirit spawn.
More functionality for coins to follow in coming updates including secret coin-unlocked rooms, jukeboxes, bartering with NPCs, and more.
NPCs & QUESTS
All human NPCs now have random unique AI-generated voices. There are 37 voices total, and are assigned to NPCs randomly based on gender and age of the NPC's sprite.
Questgivers will have more to say to you after the quest is completed
Quests have new graphics which appear when quest is accepted
Quest items are now specifically stated by name when picked up (e.g. "GOT STUFFED CAMEL") instead of "FOUND IT"
OBJECTS
New small objects have been added, which add to the clutter of levels. Yes, they can be spawned with the Object Talisman
Objects can now be moved around by the player by left clicking on them
Angered spirits now hurl objects through the air when close to them, sometimes creating a whirlwind of props
Quest items are now specifically stated by name when picked up (e.g. "GOT STUFFED CAMEL") instead of "FOUND IT"
MAIN MENU & OPTIONS
Main menu has been completely revamped and remade from scratch
Player can now adjust mouse sensitivity ;0
Player can cycle between 4 levels of graphics quality, in the hopes of reducing lag for players experiencing it
Intro can now be turned off before having completed it
Level generator on main menu now fully random (spawns the same exact levels as in-game), and cycles between random levels and songs as the player sits on the main menu for maximum comfy. It also has failsafes in place so the camera doesn't infinitely fly into space.
New graphic showing controls on the main menu, as well as when the player presses the zero key in-game
Placeholder for upcoming "Tutorial" mode on main menu
MISC
hiddenVisions intro images changed to have a total of 484 variations
Map now has a "paper" overlay effect
Every floor now has a name which appears in the lower left after taking a few steps into the floor. There are 988 unique floor names.
Dialogue has a black background to make reading easier.
New level type "Temple1" was included in this update by accident but I'll leave it.
New room type "room8" on some floor types, which is a square hallway which sometimes has a room in the middle of it, and sometimes spawns a wall.
Pretty sure that's everything but I bet it's not - been chiseling away at this and losing sleep over it for the past couple of weeks, very excited to be sharing this build publicly. Once I am sure health/difficulty is balanced, I will be pushing to the main branch and rolling this out as a major update, with bugfixes and additional content.
If you want to play this update and don't know how to switch to the experimental branch, you can follow this guide.
Feel free to report any bugs, ideas, feedback, screenshots, etc on the Steam discussion page. You can also feel free to join the hiddenVisions discord, or reach out to me on Twitter.
Thanks for playing and enjoying, I hope this update makes you pupe your whole pant.
So long for now.
-hV
0.7.1.9 "CURSES AND COMPANIONS" Update
0.7.1.9 Patch Notes
LEVELS
- All levels now have more dynamic lights
SPIRITS
- 24 new spirit graphical sprites added - Spirits can now interact with lights. These interactions include turning lights on and off, popping light bulbs, and surging power (causes light to be much brighter for a moment before popping the light bulb) - Spirits can now interact with objects, moving them around. A sound is heard when an object is touched. - Spirits can now possess objects, moving them around erratically. A louder sound is heard when an object is possessed, sometimes a voice. - Spirits can now possess televisions, which can kill the player. - Haunted areas now emit a sound
TALISMANS
- Dispel talisman secondary nerfed slightly. - Dispel talisman secondary can kill possessed televisions. This is a bug, but I'm leaving it because it's fun to fight televisions.
PEOPLE / QUESTGIVERS
- 9 new human graphical sprites added - Keys can now be stolen by NPCs. A person will steal the key in front of the player and run off somewhere else with it. - Some NPCs will follow the player. They will carry a random talisman, and will protect the player with it. Some will rarely drop a recall talisman near the end door when they walk past it.
0.7.1.8 "Sorry Cody, Yolo" Update
0.7.1.8 Patch Notes
LEVELS
- 3 new floor types added, "luxury trailer", "velvet emporer", and "locker halls" - All floor types now have an equal chance of generating (they used to have weighted odds for certain rooms) - If a "dead end floor" is generated, instead of a travel talisman spawning, a random door will be unlocked which the player can pass through. The rest of the floor will then generate. This does not advance the player one floor. - Giant stretched out floors will no longer spawn. This was due to an error in the code for "room5", the hearthroom/fireplace room. This is now fixed. - "Cave" floors now have better textures
SPIRITS
- New enemy added, "spirit core", which is very rare - "Doll" is now alive - When a spirit is tormenting you but not angered, it no longer appears and zooms around. Instead it causes dust and wind to move around the player, while making noise, influencing doors and other objects. - Spirits have a lower chance of becoming angered. - Spirits will now not like to get close to lamps which have been turned on. They can be used to temporarily block the path of a spirit.
TALISMANS
- Talismans are now "thrown down" with an animation and sound - Dispel talisman secondary attack now affects all enemies, has a higher chance to kill, has new animations and sounds, and has 12 charges. - Protection talisman secondary attack now affects all enemies, has new animations and sounds, and has 12 charges. Secondary attack has a 5 or 6 second cooldown, when the cooldown is up a sound can be heard. - Eye talisman now has secondary ability which allows player to get a hint at where the key or door is - Warp talisman has new graphics - Object talisman has new light color - Travel talisman has new light color
OBJECTS
- Flashlight added. 1 in 10 match boxes which spawn have a chance of being a flashlight. There is a 50% chance of a flashlight spawning on floor 1. The flashlight has 5 minutes of battery, which does not drain while turned off. Turning the flashlight on costs 2 seconds worth of battery. - An easter egg object has been added which will spawn on whatever level the player is on if they play for a long time
OPTIMIZATION
- Shadow distance turned down from 150 to 15, reducing active shadows by up to 66%. - Light map size reduced from 512 to 256 - Light cascades reduced from 4 to 2
MISC
- 7 new songs added. 2 wandering alone songs, 5 chase songs - Random flies, random dust, and random wind detail particles added - New easter egg and achievement for finding it called "Clarity" - Hyperventilating sound effect added when player is under stress - New sound when glowing spirits are done (not ear splittingly loud anymore) - New TV sounds, now randomized pitch - Thunderstorm effect added to some floors - Many NPC dialogs replaced - Random bugfixes in dialog - Probably more - Good night
0.7.1.7 Pre-hallo
When tilde (~) key is pressed while holding a talisman, talisman info will be displayed.