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

Try to Fall Asleep

OSORE Reveal

Say hi to OSORE, your next new nightmare and threat in the upcoming 4th night.

Announcing a Groundbreaking Edition of the game.

Good evening players,

Today we're thrilled to announce that a super great feature is finally coming to the game! Our mission is to create a truly amazing game, and although our work has been already embraced by so many people, we felt like something was still missing... Something that would bring the game to the next level, something that people would fall in love with in and something that would change the gaming industry forever. This feature is so amazing, that it deserves its own edition of the game.

And this new, truly amazing new feature is...


That's right! Snoring has FINALLY been made possible in our "Try to Fall Asleep" game. This is an amazing day in our lives and our team is so proud of it :'))

How does it work?!


When you're trying to fall asleep, now you can press "S" on your keyboard while your eyes are closed and you'll be able to snore in the game!

Normally, such a wonderful feature would be sold for 20$ as a DLC. Some might even go for 60$ as it is that groundbreaking. But we are doing things differently...

The Snoring Edition is free and everyone who bought the standard version gets a free automatic upgrade!



We can not wait for people to get their hands on the new editon of the game. It's going to be amazing!





P.S. April fools ;))

Update 1.3.3

Good evening,

Today we're releasing a nice update for the game. It comes with a lot of fixes, improvements and minor performance improvements. To clarify, this update does not include the 4th night. That'll be coming in the next major 1.4 update that's due to release sometime in the future.

Until then, lets see what this update has to offer!

General - Falling asleep sequences.


  • Minor lighting improvements.
  • Minor performance improvements.

General - Dreaming sequences


New feature - Smooth flashlight and improved readability


As a part of this new update, we're implementing a smooth feature for the flashlight. Basically, the flashlight's movement won't we identical to the player's camera movement, but it will drag along as the player looks around. In addition to this, we've improved the color and brightness of the flashlight which improves readability and adds more realism.

Dream #1


  • Eliminated a scenario when the player could get stuck in the wall of the "Close the doors" minigame.
  • Increased the amount of doors needed to be opened to win the "Close the doors" minigame by one.
  • Improved the overall performance in the minigames.
  • Visually improved the "Flee to the Exit" minigmaes.

Dream #2


  • Added missing collision detection for the chairs under the Revivel sign in the main lobby, for the chair at the desk and poles.
  • Added an instructive message for going the wrong way in the lab's hallways.
  • Added blood and better sound effects for the ending scene.
  • Adjusted lighting in the main lobby.

Dream #3


  • Fixed a bug which would allow the player to play the audio recorder, multiple times in a row.
  • Slightly adjusted the placement of the UV signs.
  • Fixed an emission property for a lamp without a light source.
  • Adjusted mouse sensitivity.
  • When player spots BURT for the first time, there is a system that will make sure that the border of the window won't obstract the view.
  • Improved the teaser for the next night when completing the 3rd night.


That's it for today folks! At the moment, we don't have anything more to share about night 4 yet. When the right time will come, we'll be sure to share the new info with you first! There is still a lot of work for us to do. And if you haven't already, be sure to check out the teaser for the 4th night!

Goodnight

Teaser of the 4th Night

The Pinetree island has had a huge secret, decaying for years in the dark. Are you ready to discover it? Here's a small teaser for the 4th night...
[previewyoutube="wmW3gdQGj_o;full"]
Night 4, particularly the 4th dreaming sequence, is shaping up to be one of the biggest additions to the game. As we learn on the surface, that going underground is necessary, after years of decay the darkest secret of the island is waiting to be rediscovered. Venture into the dark corridors of the old rotten underground lab, restore power and find what you are looking for. But remember, nightmares are never easy. You might find yourself in unexpected scenarios. And be aware, someone new might be listening in the darkness...

Update 1.3.2 - Release notes

Good evening players,

We have a nice small update coming to the game today. Some of you may have noticed that we silently released a small patch (1.3.1c), so we’ll be covering some of the changes made in that patch as well.

Let’s get into it!

New feature - skip the first half of a completed night.


A lot of you wanted to revisit the dream levels without going through the falling asleep segment. We have added a new option in the night select menu, which will allow you to do just that. After completing the first night, this new option will appear, and based on how many of the nights you’ve completed (have gone through the fall asleep and dreaming segments) you’ll be able to jump right into the dream levels on completed nights. To skip the first half of a night, simply click YES or NO and an >>| icon will pop up below the night buttons indicating in which of them you can skip right to the dream level.


Night phases


After AB has finished talking, he won’t mute himself after keeping your eyes closed for long enough.
Improved the blanket mechanic’s animations and stability. The mechanic won’t bug out when the player is spamming the X key nor will the blanket suddenly come up in rare cases when the player is holding the X key.

Dreaming phases


Dream 1


Added a new texture to the lab’s main floor.
Added a new dialogue sequence with John and Cate after collecting the 3rd fuse.

Dream 2


You can now roam on the watchtower’s stairs more fluently.

Development Update on the 4th Night


Night 4 is shaping up very nicely. There will be many new things and game mechanics both in the falling asleep and dreaming segments of the 4th night. Difficulty gets cranked up quite a bit in the 4th falling asleep phase. There are a lot of cool surprises in the 4th dreaming phase as well. It will certainly be bigger than the 3rd dreaming phase, possibly even bigger than the 2nd dreaming phase. Also, you might run into something that you’ve never seen before. Stay tuned for future updates…

Good night.

Patch 1.3.1b Release notes

Good evening players,

Today we’re releasing a small patch 1.3.1b, which includes a nice batch of fixes and improvements to the whole game. We did silently release another patch last week (patch 1.3.1a) and we’ll cover some of the changes in that patch as well. Without further ado, let’s dive into the details!

Falling asleep sequences



  • Fixed an issue where AB would still be talking when the game will be paused.
  • Fixed a camera shaking issue after using the pause menu.

Dreaming sequences


Overall



  • Sped up the flashlight turning on animation.
  • Fixed an issue where the camera would shake after changing from full screen to windowed mode.
  • Tuned post processing effects in all dream levels.

Dream #1



  • Fixed a critical issue when being jumpscared in the second “Flee to the exit” minigame, the game would freeze.
  • Improved the “Follow the light” easier by adjusting the model of the level to make it easier to spot the lights.
  • Added more catwalks to the “Reach the end‘ mini game for easier maneuverability.
  • Adjusted head bob and footstep sounds in all mini games.

Dream #3


We made it more clear to the player about 3 different scenarios that can happen in the hiding phase. One of the scenarios is when the player succeeds and manages to properly hide and progress in the level.
One of the scenarios was not properly getting triggered. Now, in the case that the player won’t lock all windows and doors in time, there will be a special outcome for that situation.
The third scenario is when the player locks all windows and doors in time, but fails to hide in time. In that case, the player will receive a “too late” message and fall into the inevitable outcome.

Good night!

Update 1.3.1 - Release notes

Good evening,

Today, we’re happy to announce that the 1.3.1 update is finally launching today and as promised, we’re doing another post to sum up everything that’s included in this update.
So, let’s dive in the release notes!

Big features


Graphical update for the Pinetree Island


The whole island has been updated with new models and textures. There are many new details to explore and enjoy throughout the island. The improved island feels more realistic and immersive than before.

Checkpoint system


Added a simple checkpoint system that works in the background and is made exclusively for the dream levels. For the first and second nights, it skips the intro sequences if the player has seen them already. For the 3rd night it skips the intro sequence and the hiding phase, if the player has completed it already.

For more screenshots of the updated island and more details about the checkpoint system, please visit here.

Bug fixes and extra features


Falling asleep Sequence



  • Fixed and issue, where AB thought you were ignoring him, although you did listen to his entire monologue for the night.
  • Fixed an issue where AB would overlap his voice with another sentence.
  • Improved the look of broken glass.
  • Increased the noise amount after opening eyes.


Dreaming Sequences


1st dream



  • Made most of the scare events to be randomly generated. Now they’ll happen based on a randomly generated probability.
  • Reduced the number of doors required to close in order to win the “Close the doors” mini game. Additionally, every time you close the doors, the doors will open more faster each time.
  • Improved “Reach the end” minigame with better manoeuvrability and easier level design.
  • Turned the player 180 degrees at the start of the dream so it’s a bit less confusing where the player came from. Also, interacting with the main entrance doors will make it clearer where the player needs to go.

2nd dream



  • Improved the overall visual design of the game mechanics to be more consistent with the rest of the game.
  • Made the chasing sequences more challenging with faster enemies.
  • Fine tuned the post-processing effects for the chasing sequence to be more pleasant for the eyes.
  • Added an entity.
  • Added a poster about the Pinetree Island.
  • Fixed some camera issues at the end of the level.
  • Filled the 2 huts near the beach with models. Now they serve a function on the island too! (at least when the island was still a functioning resort).

3rd dream



  • Fixed an issue which caused the player to be stuck or unable to use mouse after watching the first intro sequence.
  • Fixed and issue where the player would be able to move camera during a dialogue after completing the hiding phase.
  • Added a shining effect to the keys and some pickable items to make them easier to spot.
  • Added directions for picking up certain important items.


Now that this update has been released in the wild, we’re now diving deep into the 4th night. It will be another challenge for us, but we’re ready for it and can’t wait to surprise you once again. Additionally, we’re working on bringing one final creature to the game. More details to come when the time is right!


Sweet dreams,
Martin


Update 1.3.1 Preview

Hey players,

Today we're kicking 2020 off with a cool post on the upcoming 1.3.1 update! We'll be going through the details about the improved Island, as well as the new checkpoint system and many other fine improvements.

Checkpoint system


We're bringing a long awaited feature to our game - a simple checkpoint system. Let us break it down and tell you how it works:

  • It works in the background.
  • It's only made for the dream sequences, meaning, that in the falling asleep sequences you'll still have to complete it in one successful run in order to transition to the dream sequence.
  • For the first and second dream sequences, it is only used to skip the intro cutscenes/monologues at the beginning of the level, if the player has already seen them. If you collect a certain amount of fuses/notes and die before the dream ends, your progress will be reset.
  • For the 3rd dream sequence it'll be used to skip the intro sequence if the player has already seen it. If the player has successfully completed the hiding phase, when he messes up in the escape phase and dies, it won't be required to redo the hiding phase.


After releasing the update, we'll be closely listening to the community and seeing how everyone likes the system and if needed, make a patch for it.

Graphical update for the entire Pinetree Island


Now, this is the biggest feature that's coming in the next update. It did took us a bit more work than anticipated, but we think the result was totally worth it. This graphical update is bringing many new details to the island and a new fresh feel to it.


We replaced many standard models with brand new ones.


There is also a brand new way how the grass gets rendered. It allowed us to have a much better grass without using too much performance.


Also, thanks to some custom shaders, the new trees and bushes have a transparency effect applied to the leaves.


Just for fun and to have a better look of the improved island, here we have a few screenshots with a golden hour lighting. Please keep in mind that this lighing will NOT be in the game.



To top it off, here's a little before and after comparisons.
[previewyoutube="MhunI3pyURw;full"]

2nd Dream sequence improvements


While doing all the fine adjustments to the whole game, we wanted to work on the 2nd dream sequence as well. We made the note mechanic a bit more challenging and made the whole level more consistent. A few new details have also been added, such as an info-poster about how the Pinetree Island was formed. There's also a new secret entity that will pop up in the most unexpected moments...

Bug fixes


Apart from all the cool stuff above, it was also really important to work on bug fixes. Most of the camera issues in the 3rd dream sequence have been resolved. We also went through other camera setups to make sure everything worked consistently and was stable. There are also some minor improvements in the footstep sound switching system.

Update when?


At the moment, early test builds are working great. If all goes well and there won't be any complications, the 1.3.1 update might drop sometime next week. There will be another post about the update right before it gets released, so stay tuned for that!
This will most likely be one of the last updates we do before releasing Night 4. After we're done with this update, we'll be dedicating 100% of ourselves to the next night. When the time is right, we'll start to share more info about Night 4 and what is has to offer. ;))


Thanks for reading this!
Martin

Update 1.3 is now LIVE!

Hello,

This is just a small notice that the 1.3 update has just been released to the game! You can read more details about the update in this post.



Enjoy the update!

Martin

Update 1.3 - Night 3 and Voiceover

Hello players,

The wait is almost over! We're incredibly excited to announce that the long awaited 1.3 update is arriving to the game this week, right before Halloween!

Although this has proven to be one of the most challenging and difficult updates yet, we're proud of the work that our tiny team has achieved and we can't wait for you all to try it out.

For this post, we’d like to summarize the whole update. From adding the 3rd night to the game, to adding awesome new features, such as a voiceover system for all the dream levels, and quality of life improvements to the whole game, like an improved pause menu and customisable graphics settings, the 1.3 update sure is one big of an update.

Now, let's dive deeper into the details!


NIGHT 3



Falling asleep phase

As mentioned in our Sneak Peak of the 3rd night, we try to do something different in each night, both in the falling asleep and dreaming phases.
For the 3rd night, we’ve introduced a whole new mechanic - sleeping pills. These can help the player to drain stress and raise sleep levels faster at the cost of hearing and vision capabilities.
After successfully raising the sleep level to the top, the screen fades dark and starts loading the next level, indicating that the player has successfully fallen asleep…


Dreaming phase

So far, the 3rd dreaming phase is one of the most unique levels in the whole game. When John wakes up in the middle of the night in his cottage, he'll have to be stealthy and put his mind to some puzzle solving scenarios. We think players will enjoy this whole new level as it adds a lot more variety to the whole game.


VOICEOVER



Hearing actual voices speak and interact with each other brings a whole new level of immersion to the game. This has been a really important feature that has been missing in the game and we’ve wanted to add it ever since we launched the early access. And now, we have it! None of this wouldn't have been possible without talented cast though, and we were incredibly honored to work with such an amazing cast! Seeing it all come together is truly satisfying! Read all about it here!


NIGHT 1&2



Apart from adding new content like the 3rd night to the game, we did go back to the previous 2 levels to refine a bit them as well. Also, there are a lot of cool QoL improvements.

1st dreaming phase

The main lab building has received some texture improvements as well as some refinements to some of the rooms in the facility.

Another thing we wanted to further improve in the 1st dreaming phase is the “Reach the end” mini game. There used to be a segment where the player would have to maneuver on logs to advance in the level. It always seemed to be a bit too hard and frustrating, so we added metal walkways with fences which should make the level more interesting and easier to complete.


2nd dreaming phase

Apart from improving the overall visuals of the level, we haven’t changed much in terms of the gameplay. The moon shade is more noticable and the post-processing effects have been fine tuned. Also, there is a whole new area added to the level for you to discover! We did make the enemies a bit faster and reduced the chasing time lengths. Although the level currently works out fine, we would like to revisit this level again at some point in the future to improve the chasing sequences.



A small look ahead...


The work on the 4th night has already begun and it's also shaping up to be a very special one. We've got some cool ideas that will be interesting to work on. Till then, like we said, we'd like to revisit the 2nd night and polish the dream level a bit more. An update for it should hopefully launch before the end of this year. Also, we didn't have enough time to implement a fully working checkpoint system for the 3rd dream level, so that will be another thing we'll try to include in the 1.3.1 update.

With all that said, thank you for reading this and we hope you'll all have a great time experiencing the 3rd night! :))

Martin