Try to Fall Asleep cover
Try to Fall Asleep screenshot
Genre: Simulator, Adventure, Indie

Try to Fall Asleep

Patch notes - 0.4.1c

Good evening players,

Today we're releasing one more patch (0.4.1c) for Try to Fall Asleep! Here are the following patch notes:

  • Added links to AmberDrop's YouTube, Twitter and Discord in the main menu.
  • Changed the "Don't loose the light" minigame in the 2nd dream. The first light will be normal as usual, but slightly pulsing. The next two lights will be pulsing more intensely. The last two lights will quickly fade in, stay put for a brief moment, quickly fade out and teleport further on their path.
  • In the final message after completing the early access, fixed the cropped text and missing text guide to return to the menu.


If you find anything else, please consider sharing it in the "General feedback thread".

Night, night!

AD team

Patch notes - 0.4.1b

Good evening,

Here are the patch notes for 0.4.1b:


  • In dream 4, falling in the "Reach the End" will guarantee a certain death.
  • Improved AI pathfinding in the underground.
  • Fixed a bug where the game volume wouldn't automatically adjust to the player setting.
  • Fixed a bug in the main menu for skipping the yet unavailable 5th night.


If you find anything else, please consider sharing it in the "General feedback thread".

Good night.

AD team

Patch notes - 0.4.1a

Good evening players,

This post will detail all the changes and fixes that are included with this 0.4.1a patch.


  • Fixed the camera getting stuck when getting jumpscared by Murgs in the falling asleep segments.
  • Fixed a bug where after reloading the first dream level from death, it wouldn't be possible to pick up the fuses.
  • When running up the tunnel in Night 4, pressing the escape key won't freeze that game anymore.
  • Made it so that the walls of the cave (Reach the End) are a bit more slippery, so that the player can't latch on a completely vertical wall when falling down the pit.
  • Added a new song when playing the cassette player in the underground lounge room.


If you find anything else worth reporting to us, please consider sharing it in the General Feedback feed and use the bug reporting template.

Good night,
AD team

"Try to Fall Asleep" Update 0.4.1 release notes

Good evening,

This post will be detailing everything that has been added or changed in the recently released 0.4.1 update.

HILIGHT UPDATES



  • Reworked Copper - vastly improved design with better animations, new jumpscares and improved scare events.
  • Controller support - the entire game can be completed using a controller. All the info and button guides automatically adjust to the current control scheme(gamepad or keyboard & mouse).
  • Collision improvements - made the collision to work better and reduced issues of players getting stuck.
  • Difficulty tweaks - reduced the overall difficulty for the later nights as well as made the minigames a touch easier.


ALL FALLING ASLEEP SEGMENTS



  • Reworked the jumpscare system. The game camera will now cut and transition accordingly to the jumpscares.
  • Added metal footstep sounds for Copper going away when the player has successfully hid from him.
  • Tuned each and every event that causes stress to mitigate the confusion from increasing stress level. Smaller, quieter events will cause less stress and biggers louder ones will do the opposite.
  • Reworked some of the weirder looking scare events (shadow with flashlight, copper staring in the window, etc.).
  • Added a few new hallucinations, scare events and a few new secrets.
  • Changed the look of the pill effect from B&W to blur.
  • Lightning now adds a bit more stress.


ALL DREAMING SEGMENTS



  • Small lighting tweaks to make the environment look a bit more natural.
  • Added 3D hands to the first 3 nights for holding the radio.
  • All the note menus are now in 3D.


Below is a list of all the smaller changes and fixes. Nights and Dreams are represented with N and D with their number accordingly. For example Night 3 is N3 and so forth.


SPECIFIC CHANGES



  • Fixed BURT jumpscares in D3.
  • Fixed white flash when getting a game over screen.
  • Added a friction sound when picking up the walkie talkie D3 and D4.
  • Fixed watchtower collision issues in D2.
  • Fixed watchtower transition issue when getting too high up in the tower in D4.
  • Adding additional voiceover from John when trying to open locked doors in D4.
  • Resetting the view when picking up a note to make it easier to find the waylight in D2.
  • When getting too close, the shadows will turn and fade in D4 underground.
  • Fixed weird monster spawns in falling asleep segments (floating Murgs and up close Copper).
  • Added an error message on the info panel in N4 when BURT appears in the room.
  • Improved Osore jumpscares in N4.
  • When getting jumpscared, the pill effect will be stopped.
  • Adjusted the speed of monsters chasing you in D2.
  • Updated JS when getting caught in D2.
  • Fixed 6th door being too quiet in D1.
  • Fixed D1 light maps and lighting artifacts.
  • Made “Reach the End” minigame level rocks more easier to see.
  • When picking up the 2nd note, Copper will spawn in a different place and the waylight will go in the other direction.
  • Made “Reach the End” level shorter by cutting out the top cave portion.
  • Fixed the endless “Close the Doors” minigame in D1.
  • Added a few more side rails in the “Reach the End” level.
  • Increased enemy hearing range in D4. Osore from 23 to 25. Burt from 26 to 30.
  • Fixed back button glitches in the main menu.
  • When holding breath in D3, the footsteps will be muted.
  • Fixed a bug where Burt could completely freeze the sleep level in N4.
  • Burt will knock off boxes when jumpscaring the player in D3.
  • Changed the audio ambiance when triggering the water room minigame in D4.
  • Changed the "Close the doors" ambiance when triggering the minigame in D4.
  • Fixed a delayed warning in the water room minigame in D4.



Thank you for reading this post! If you’d like to see more details about the update, feel free to check out our previous community transmissions in the Steam news section.

A small patch will be released early next week to address the bug where after getting jumpscared by Murgs in the falling asleep segments, the player’s camera would get stuck.

And that's it from us for now. Goodnight!

The AmberDrop team

"Try to Fall Asleep" Update 0.4.1 is now live!

Good evening,

Update 0.4.1 has been finally released for "Try to Fall Asleep"!
Thank you for your patience and happy new year!

The AmberDrop team

"Try to Fall Asleep" - AmberDrop LIVESTREAM

Showing off the new update, doing a dev commentary, answering questions from the viewers and at the end of it all - a smol giveaway.
Come join us for our first livestream ever on December 30th at 1:00pm EST!

Link to the livestream on Youtube - https://youtu.be/wJmRfu3fv2U

"Try to Fall Asleep" Community Transmission #6 - November 2021

Good evening,

The time has come for another community transmission that has been turned into a video! Copper 2.0, bug fixes, polishing and many other improvements - find out how the development has been going with the game and what's coming in the next update!

[previewyoutube="aADc0YloG7c;full"]

"Try to Fall Asleep" Community Transmission #5 - July 2021

Good evening players,

It has already been 3 months since we released the 4th night back in April… Crazy how time flies by! It has also been a little while since we released our last community transmission, so we felt that now would be a good time to do a new one and give you an update on what we’ve been working on and share our plans for the next big update 0.4.1.

Let’s get right into it!

Current development status

Compared to May and early June, we’re currently working on the game a lot more than before. Uni is done, some of us have taken summer vacations or have worked out a less busy work schedule, so we’re able to put more hours and work into the game. Of course, some IRL stuff still happens from time to time, but generally, the development has been going smoothly.

The next big update (0.4.1)



Right after launching the 4th night, we mentioned that we wanted to do a smaller, yet very important and still a considerably big update before heading straight into the last 2 nights. This is because we really wanted to make sure that the first 4 nights are in the best shape and quality as they could be before heading into the full release. Not only can we polish a lot of aspects and elements of the game, but we also have an opportunity to implement some of the most requested features that a lot of our players have been kindly asking for.

So, what can you expect from this next 0.4.1 update?

IN THE WORKS


These are things that we’re currently working on or are laying groundwork and are about to start to work on.

Controller support


People have different ways how they play their games, so we wanted to respect that and give the players an official controller support for the game. You can be more precise with keyboard and mouse, but if you just want to play on your couch, the controller might be better suited for that.
To add a proper, official controller support, we had to rework and replace the old Unity game input system. Doing so, has modernised our input system, which moving forward will make it easier for us to write scripts that require game inputs from the player. This new input system also lays the groundwork for adding the ability to rebind keys.
Currently, about 75% of the controls have been migrated to the new input system and you can already seamlessly switch between keyboard/mouse and controller just by using either one of them.


Controller UI


In game, there are some info cards that share info to the player about the controls. When adding controller support, we’ll make it so that these cards adjust to whatever setup you’re using.


3D hands in night 2 & 3


On night 4, via pressing the “Tab” key, the player can pull up a list of all the needed and already collected parts. It’s an actual 3D hand holding a paper in a 3D world space, rather than a 2D menu. This implementation is more realistic and more immersive, so we decided to adjust the previous nights as well to have proper hands and menus.




Fixing colliders


We saw people getting stuck in a few places when playing the “Reach the end” minigame, so we’re working on fixing the collision issues in that level as well. We’ve also fixed a lot of collision issues on the watchtower and on other nights as well.

Night 4 improvements


We went through the entire underground level and polished how the room textures connect to the main big hallway.
Additionally, we changed how the robotic, periodic announcements work. They won’t be enabled automatically anymore when restoring the power, but you’ll have the option to manually toggle them in the office that’s at the end of the water room.


Reworking cinematics in night 3


Implemented the fancy Cinemachine camera system that was present in other nights, but not in night 3. This allows us to do cool camera transitions and pans when switching between cameras.


Copper 2.0


On our side, this is probably the biggest thing that we really wanted to do in this big update. It actually might be the very thing that kick started this whole idea of a game polishing update.
Ever since the early beta days, admittedly for various reasons, Copper (the cyborg monster) has never been properly finished. His model has been missing a lot of details from the original concept that originally were intended to be present in the finished model. In the game’s beta, he also had a very quick and dirty texture thrown on him, which we were able to improve upon when launching the early access version of the game. But since the launch of the early access, he has never been touched or worked on - until now.
We’ve made a brand new concept of him and have taken the original sculpt of the model as a base to create the new and vastly improved version of Copper. The actual finished model will certainly look a bit different from the concept, but here is a smol peak of what he might look like in the future..


Steam cloud saves


Probably the easiest new feature to implement. It actually might be already working as we have tried to implement it already. If it’s already working, please let us know!

PLAN TO DO


Things on which we haven’t started working on yet, but we still plan and will start to work on very soon.

Adding more story and lore in night 1


Because of the story narrative and the way the game is designed, the player doesn't have a chance to get to better know some of the background/supporting characters. Sure, some of the characters have diary entries in their offices that the player can read, but it’s not as interesting or immersive as actually talking to a character directly. So to add a bit more interactivity and more development to the side characters of the game, we’ve come up with a neat solution where the player will get an audio flashback upon entering a character’s office. Hopefully, this will make the game a bit more interesting and more importantly, give some development and characterization to some of the side characters.

Keybindings


Although the groundwork for adding the key rebinding feature has been laid, the work on the feature itself hasn’t begun yet. This is mainly due to the new input system, on which we’re still working on. Once the new input system is sorted and finished, we’ll start working on key rebinding.

Additional settings for motion blur and more


In theory, it shouldn’t be too hard to add these new settings/toggles in the already existing settings, but the first gen post-processing stack might be a potential holdback to adding these settings. Once we start looking into it, it should give us a better understanding of what we can do.

Improving the camera system and monster animations for the falling asleep segments


The sleeping segments are the only parts of the game that don’t use the cinemachine camera system, which would allow us to do a better job with the camera handling when getting jumpscared. Once the polished/reworked monsters are ready, they could use better animations, too...


Visual retouch on some of the monsters


While we’re reworking Copper, we thought that we could do small to moderate improvements to some of the other characters as well, mainly Murgs. More info on this will come after we’re done working on Copper.

When will the 0.4.1 update launch? In all honesty, it’s hard to say. We don’t want to rush to announce a date and then delay it further, but to at least give you a rough date estimate, we’re aiming for some time between late summer and early fall.

Thank you for reading this CT! We hope you enjoy reading these CTs as much as we enjoy writing them. Stay tuned for new info and news from us in the future!

Goodnight.

Patch 0.4.0d - Restoring Old Progress

Releasing a small patch with various adjustments and small bug fixes.

HOW TO RESTORE THE OLD GAME PROGRESS
If you update the game and all your previous progress on the game has been reset, go to the main menu and press the "U" key on your keyboard. The game will reload and nights 2-4 will get unlocked.

Additional patch notes.

Firstdream phase

  • Adjusted Copper's location in the first minigame.


Second dream phase

  • Fix the lab floor texture to be more consistent with the rest of the game.
  • Adjusted the timing for the waylights.


4th Dream Phase

  • Fixed the issue with control panels in the underground when loading into a checkpoint.
  • Adjusted the bottom level catwalks in the Power Room so the player can go back to a higher level.
  • Fixed player jumping lag (pressing jump in mid air and jumping again as soon as the player is grounded).
  • Increased difficulty for the monsters (longer hearing range).
  • Reduced volume of the robotic voice when restoring the power to the underground facility.
  • Added missing info texts on inactive doors.
  • Reduced the amount of max stress (player will die after getting the 5th stress bar)

A look ahead into the Future

Good evening,

Well, it’s finally here - after months of anticipation and many delays later, Night 4 has finally been added to the game. It feels a little surreal, but at the same time our small dev team feels really proud of the work that we’ve put into this level. So much love, care and detail was put into every aspect of this update, and to finally hand it over to you, the players and fans, is admittedly a little scary, but also very, very satisfying. We hope that you’ll enjoy this new night as much as we enjoyed making it!

And so, what’s next for “Try to Fall Asleep”? What are our short and long term plans for the game? Well, that’s what we’re here to answer!
If you’ve already completed night 4 and have seen our message at the end, you’ll probably already have a general idea for our future plans, but to further expand upon what we’ve already written there, we'll share more details in this post.

Currently, we’ve planned 2 big updates for the game. Neither of them have a release date yet, but we’ll be working hard to release these asap and as soon as we're ready, we’ll be sure to announce the dates.

The next update


While it’s important to move forward and move on to the last 2 nights, it’s also important to make sure that the first 4 nights are consistent in quality and features. That’s why after releasing night 4 we feel that we should take the opportunity to revisit the first 4 nights and give them a nice polish as well as add some great features that will be carried over to the full release.

Visual improvements


As a part of this update, we will be revisiting some of our monster/hallucination models and giving them a nice visual refresh as well as improve some of their animations. Copper, the cyborg monster, will be seeing the biggest visual overhaul since he only had a slight texture redo when the game was launching in early access.
And to further improve the visual quality, we’ll be adjusting some of the cutscenes/cinematics/cameras to be more enjoyable and consistent throughout the nights.

New features


Apart from doing some visual improvements, we’d also like to add some much needed and useful features to the game:

  • Key rebinding (will the the most challenging feature, but we think that we have a good shot at this);
  • Official controller support (many players play their games on their TV or just would like to have the option to use a controller);
  • Steam cloud saves (if something goes wrong or you switch PCs, you’re saves will be fine);
  • Achievements (to add some cool challenges and add some replayability);


These new features will greatly help to carry the game to the full release.

Overall polish


Lastly, but not the least, we also want to do a few adjustments to our code, improve performance and adjust the way some of the main game mechanics work in the game. This is more of a general thing that we plan for this update, but once these things have been worked on and updated, players will appreciate the overall improvement.

So this is everything you can roughly expect from the next major update. Now, let’s talk about the big one...

Full Release


Just like we said in our message, after the QOL and polish update, the last 2 nights will be released together in one big update. When this update will go live, the game will transition from early access into a full release. Here are 2 main key points of this full release update:

  • For those who bought the Early Access version of the game, the last 2 nights will cost no money and will come as a free update.
  • When the game transitions to a full release, early access buyers won’t have to re-purchase the game. The game will automatically update to a full release in their library.

These are all the technical aspects of the full release. Once we get more closer to this huge update, we’ll share more details about the content of the last 2 nights.

Price increase


As the game is growing and we’re adding more and more content to the game, it’s value is also increasing and the work that we put into this game also needs to be taken into a consideration.
When we first launched the early access of the game on Steam, we only had 2 out of 6 nights available. Ever since then, we’ve done many great updates and added 2 big nights to the game.
That’s why for the first time since the launch of the Early Access, we feel that it’s the right time to increase the price of the game on Steam from $9.99 to $14.99.
Of course, this price adjustment will genuinely help us to put a lot more work and effort into the game as well as increase its overall scale, budget and quality. We’re really proud of the work that we do and have done for the game so far, and we want to make sure that we’re not underselling it.

But before the price increase, we’re also doing a nice small -15% sale with the old price right now! This sale will last till 23rd of April. After that, the price will be adjusted on the 26th. So, now’s a really good time to buy or gift the game if you haven’t already done it!

And that’s the end of this post! We know that we say this a lot, but we still wanted to say it one more time… Thank you! For your amazing support and feedback, for telling a friend or college about our game, for sticking with us for this whole time and patiently waiting for the next game update. We genuinely couldn’t have gotten this far without you. Even though our dream of making games full time is not quite there yet, we’re still full of passion and excitement in what we do and we’ll continue to move forward with this positivity to the game's full release.

Good night everyone!

The AmberDrop team.