Now only $9.99! The Trap House is now collecting souls for only $9.99.
Soundtrack Now Available! Listen to the original music of Trap House from the safety of your own home.
Earn Steam Trading Cards Now! While the House takes souls, you take its cards.
Stay tuned for more news and updates!
Patch Notes - 7 / 11 / 16 - Trap House V.1.1.0
Since the last update, we’ve been working on the following fixes and tweaks:
Gameplay
Escaping Zombies is slightly easier.
Zombies can no longer be pushed through Pitfalls.
When sliding, strange bounce angles off of walls have been fixed.
Getting pushed into oil, stopping directly on top of it, no longer results in infinite bouncing.
Dead players no longer look “scrunched” while lying on the floor.
In team-based games with teams other than Red or Blue, the score panel now shows the correct players who scored.
Players can no longer pause the game while the mid-game panel is up; the pause button now progresses mid-game panel.
Implemented an End-game stat that tracks the number of rounds each player won in Escape.
Implemented an End-game stat that tracks the number of checkpoints each player unlocked in Gauntlet.
When pushed over an Oil Slick players will now slide every time.
AI
As a whole, all AI systems have had a massive overhaul that should allow for increased stability and optimizations for all AI players and enemy types.
This should also help with AI behaviors across all game modes.
AI Players better avoid moving saw blades, launched saw blades, and darts.
AI Players and Monsters no longer wander into situations they respectively consider “dangerous” as often.
Play Screen
<*>Randomizing the level selection now only selects levels from the current search settings.
<*>Fixed Clear button.
<*>Stars now appear on any level, whether Community, Custom, or Premade, not played on the current computer.
<*>The number of selected levels text only appears for modes that support level playlists.
Challenge Levels
Fixed the issue of challenge levels not displaying or unlocking the intended reward.
Stars show up for Premade challenge levels that have not been completed by the currently selected user.
The Help Screen no longer pops up between lives during a Challenge level if F1 or Back is hit.
Character Customizer
Fixed positions of RGB values in color selection.
Level Editor
A grey box now appears on the level thumbnail in the bottom-right of the screen to show what portion of the level is currently visible - mainly useful on levels larger than 38x18.
Monster spawns can now be given a Patrol Range to indicate what area of the level they will not leave to chase players. If the spawn does not have a range, or a Monster springs or is pushed outside of its patrol area, it will ignore said area until pushed or sprung back into it.
How to use the Special Setting for Switches, Spring Traps, Saw Blades, and Enemy Spawns is now more clear.
While in Ghost Mode and in Play Test, dashing over pits no longer kills players.
Level Library
Uploading levels to the Community is now fixed and working properly.
General UI
Cursor coloring (based on who has control) now works properly.
Character now updates properly in Character Tab when player changes characters, even if game is offline when character is saved.
If a controller is disconnected mid-game, and the profile associated with said controller is Signed Out, the game will no longer quit to the Game Setup lobby.
“Gamepad Recommended” message now appears in the loading screen.
Fixed character layering issues on End-game victory screens.
Controls
Fixed controller reassignment issues mentioned in first update.
Entering the Options screen from startup now works for gamepad as well as keyboard/mouse.
When opening a player's information window and subsequently closing that window, control is handed back to only the selected user.
Other
After playing any Non-Premade Gauntlet (Community or Custom) levels, the End-game screen properly works.
Momentary game freeze upon transition from loading screen to startup screen is much shorter (still working on complete fix).
Game no longer freezes momentarily on the startup screen as it zooms out from the house.
Fixed bug with “Maze of the Mist” not loading on Challenge screen after playing it and reopening Trap House. This will also fix any other Premade levels that had this issue.
Patch Notes - 6 / 20 / 16 - Trap House V.1.0.1
Over the last week we’ve been hard at work fine-tuning Trap House across the following areas: General/Gameplay, Level Editor, Level Library, and UI. For more details on the updates made to these areas please see below.
Level Editor:
Errors properly update for loaded levels in the editor.
Game modes properly update in the editor. Editor no longer selects the previously loaded level's mode.
Copying objects and selecting a tile on the map before pasting those objects no longer causes the correlating Paste to be offset.
The Reset function in Playtest mode properly resets all effects, enemies, and throwables.
Resolved any potential issues when opening a level made outside your game version.
Fixed bug that duplicated level IDs, which could potentially overwrite one another upon deleting a custom level.
Level Library:
Level Library no longer has Search Settings open by default in the Community tab.
UI:
Removed unnecessary pages in the How To Play section of Options.
Updated information on the Floor and Wall pages.
Updated UI for Pause screen.
Updated Startup and Main Menu backgrounds and transitions.
Player can now open Options or Help menus from the Startup screen.
Other:
Motion activated lights can no longer be triggered through walls.
Sliding into an outer corner of a wall no longer results in player infinitely spinning in place; player will always bounce instead.
Added version number to bottom-left corner of the screen to signify current version of the game.
Added Player Death Animations for specific causes of death.
Saw blade tracks can be placed over Switches.
Players can now pause the game mid-countdown or during the End of Round panels.
Dev Update
First and foremost, thank you for purchasing Trap House. We will be working on the game everyday to keep you updated with fixes and new content. We will post any news concerning updates and new content here.
We realize no game is perfect and bugs can go overlooked; however, we at Hive Mind commit to resolving any and all bugs reported to us. To help us in this pursuit, we invite you to document any bugs, glitches, and overall suggestions on our Steam discussion board or on our forums at http://www.thehivemindstudios.com/#!forum-1/q3hvj.
Currently, we are working on the following:
AI Stability:
We are refining the functionality and stability of AI across all game modes. Specifically, we are currently focused on the behavior of AI players in Gauntlet and Murderball as well as the behavior of AI monsters throughout all game modes.
Control Change Issue:
When the player manually changes control, control reassignment will sometimes confuse controllers with each other and change controllers to different character slots.