So great news for all Quest & Quest 2 players who've been trying to stream the game to their HMDs from PC using different streaming software like Virtual Desktop.
Several players raised the issue of controls becoming unresponsive while streaming the game to their HMDs, as discussed in more detail the following Steam thread: https://steamcommunity.com/app/726250/tradingforum/2996543178717768439/
After quite a lot of work I was able to find the root cause which, without going into too much details, was rooted in one of the game's core plugins which was also using the OpenVR library. The plugin was simply unable to recognize the HMD type when the player connected through streaming software.
I've overlooked this issue because all testing on Quest was performed using only the Oculus Link cable.
In any case, I'm looking forward to feedback from our Oculus Quest (2) users and have high hopes this patch will have fixed your issues and have you able to enjoy the game again :)
Please post your findings either here or on dedicated the support thread linked above.
HUGE CONTENT UPDATE --- New Village Missions, Story, Objectives and More !
Wow ! This is a incredibly exciting day for Unknightly !!
After months of developing and play-testing the game with our exclusive alpha-players we're finally ready to released to the public the single (by-far) biggest update Unknightly has received since it's inception.
Let's dive straight into it !
New Major Features
Two Completely New Village Levels
have been added providing a unique atmosphere and variety in level design, visuals, space layouts and they just straight out look fantastic!
Story and Objectives
now accompany every level in the game providing context and depth to game-play.
Remastered Versions of Dungeon Levels
expand them making them non-linear, changing guard layout and patrols, adding lighting and effects making them feel more vibrant and up to date.
New "Player Hub" Area
with it's own new "Mission Selection" experience.
Reworked Tutorial Experience
based on one of the new "Village" levels.
Realistic Audio Occlusion
based on Oculus' "Spatial Audio" system providing huge value to both game-play and immersion.
New Minor Features
More Control Over Graphics with options including sharpness, shadows and multi-sampling.
Custom Background Music per level replaced that single monotonous track.
Noteworthy Improvements and Fixes
Noticeable Improvement in Graphical Fidelity and Overall Performance providing sharper image quality and a smoother gameplay experience.
First Class Support for Index Controllers which were previously using defaults based off of the Vive wands, now has proper usage of the Index's grip and other controls.
Official Support for Multiple VR Controllers for which the game has customized and been play-tested. The list includes: Valve Index, Oculus Rift (S), Oculus Quest, Vive Wands, and Windows MR !
Other valuable improvements including dramatically reduced loading times, arrows attaching to wood surfaces, various major and minor bug fixes and much much more.
(!) NOTE: This update boasts significant changes to the entire structure of the game and as such all player progress will be lost.
What's Next for Unknightly ?
Unknightly's development will progress in closed alpha with patches and updates expected to drop every few weeks.
Once enough content has been assembled and play-tested by our community of volunteering alpha players an update will be released to the main game.
Subsequent patches to the main game should be much significantly lighter than this once and so will also become more frequent.
Content and Features Planned for the Near Future
Stealth Score System which rates players at the end of each mission based on stealth gameplay performance.
Dynamically Background Music to match the changing atmosphere as player travels between different zones within the same level.
Remastered version of "Dungeons: Chapter III" which is not included in this update.
New "Village: Chapter III" level in which the final part of the story plays out.
Updating and Expanding Steam Achievements Integration (currently not functional).
Non-lethal Take-outs to dispose of guards.
A Few Closing Words
First and foremost we owe a HUGE thank you to our fantastic community of alpha-players who've volunteered some of their time to playing though the new content, raising bugs, making suggestions and helping us focus on making Unknightly the best it can be. Honestly, we could not have done it without you guys, and we hope to see you all accompany us as we step ever closer to maturing Unknightly to it's fullest potential.
Lastly, I hope everyone out there enjoys this update. Hopefully you think we've done a good job with it and please don't hesitate to drop a comment or bug report on the forums if needed - would love to hear from you all !
Unknightly "Village Update" to Enter Closed Alpha Phase on Sunday June 7th!
Greetings fellow Thiefs and Assassins :)
We're finally entering the "Close Alpha" testing phase for Unknightly's much awaited and desired "Village Update".
Want to Participate in the "Closed Alpha" Phase?
Notice this phase is "Closed" meaning access to the content will be restricted to invites only. If you wish participate and receive an invite please post here, or better yet send me a PM on Steam and we'll take it from there. We're happy to accept any passionate participant who'd like to help us improve the Unknightly experience :)
How's the "Closed Alpha" Phase Going to Work?
The "Closed Alpha" phase will span a short period over which we will be regularly releasing content updates for our alpha-participants to try out and provide feedback. With every update will will send out a notification to all alpha participants including details on what has been added, changed or fixed.
What's New in Current Alpha Version?
The 1st update will launched this Sunday, June 7th, and will the following contain:
Two completely new Village levels !! Note this version will not contain any of the pre-existing "Dungeon" levels as these are currently being re-worked.
Realistic Audio Occlusion (!!) based on Oculus' "Spatial Audio" system providing a huge value to both game-play and immersion.
Story and objective system which provide context and meaning to game-play.
Graphical improvements including a massive performance improvements, sharper image quality, new available graphics settings and more.
New "Player Hub" area with it's own new "Mission Selection" experience.
Reworked tutorial experience based on one of the new "Village" levels.
Other valuable improvements including dramatically reduced loading times, arrows attaching to wood surfaces, various bug fixes and much more.
What's Planned for Coming Alpha Updates?
Content that is definitely being added includes all three of the existing "Dungeon" levels which are currently being reworked and will be gradually added over the coming updates. Every reworked level has been extended with focus on adding additional spaces and paths for reaching different parts of the map, making for a more interesting and less linear experience. Additionally we've layered the new objective system on top of each level in order to tie it in with the overarching story. Lighting and guard patrol routes have also been changed and/or improved upon. We've also got tentative plans for adding features which could add a ton of replay value including stealth score, more interesting and diverse in-game achievements etc. but these are not yet definitive at this point.
Hope to see you join us extending and improving what is already a fun and engaging VR Stealth experience <3 !
Unknightly's Overarching Story and Objectives
Hello everyone!
It's been a few weeks of intensive work and I wanted to give you all an update on progress being made.
First off - we intended to have the village level playable by today. However as we were building the level we noticed that in order to build a less linear and more open level design we needed strengthen an aspect of Unknightly that has been lacking - we needed an overarching story to help guide players through the levels and give them a sense of purpose.
It is for this reason that we have decided to include a story and objective system as part of the 1.0 (full) release. As a result we will be delaying the expected release date by a few weeks.
As for the current state of development - the core narrative has been written and the objective system has been mostly development. Effort is currently being invested in baking the story into the existing levels. As a result we have put in some work into expanding the existing levels to adapt them to the story requirements which has made some levels noticeably less linear!
Beta testers can expect a invite to play-test and provide feedback on the story and objectives system shortly.
Hopefully you will appreciate these additions, even though they come at the cost of a slight delay in schedule.
UNKNIGHTLY - "Major Update" #6 is Now Live !
Hello everyone!
I am very happy to finally be able to share some great development progress with you all.
As stated recently, work is being done to reach Unknightly's full release (v1.0).
the v1.0 road-map has multiple major features defined as goals (for more info check out the previous announcement here).
Major Update (#6) represents a significant step in that direction.
Major Features
Guards to Interact with Doors
Guards currently bump into doors causing them to slam open.
This didn't look great but since existing Dungeon levels have very few doors it simply wasn't worth the huge development cost of implementing a proper AI interactions system.
The Village level has buildings filled with multiple rooms and thus the level has many doors.
A new system needed to be put in place to handle AI door open / close interactions.
Thanks to this guard door interactions look a lot better but more importantly if you do not observe your surroundings carefully you might get caught off guard by a guard walking into the room!
PS: Existing Dungeon levels have been updated to use with with the new door interactions as well. :)
Left Handed Support
Many left handed players have had an awkward time using controls since they were originally built with right-handed players in mind.
Fully integrated with tutorial and in-game menu book.
Support for HMD Oriented Movement
Support for this movement mode has been discussed with players multiple times.
After giving it some thought and play-testing it we feel it's a viable option for players who have grown accustomed to HMD oriented movement from other games.
Official Windows MR Support
Unknightly now officially supports all Windows MR headsets.
The game has been fully play-tested with the Acer's version of the WMR platform.
WMR has been fully integrated into the tutorial and in-game menu book.
Minor Features:
Changed Noise Generated from Walking
Walking noise is no longer affected by if player is crouching or not. Only movement speed matters.
Reduced noise generated from walking.
As a result of these changes players will no longer be required to physically crouch in order to move around silently but rather only crouch to hide between objects to avoid being detected.
Redesigned Light & Noise Indicators The previous indicators felt like (and in fact were) placeholders which looked very crude and overly bright. We've replaced those with a much cleaner and elegant design. Check it out in-game.
Simplified In-Game Menu Interactions We received multiple complaints about players having a hard time turning pages or figuring out they had to pick up the quill-pen to interact with the in-game menu.
We still insist we do not want any menus inside Unknightly and so we tried to simplify some existing interactions like having to drag a page to turn it (a page will now automatically turn when you grab it) etc.
Improvements to Bow Handling We've received multiple complaints on the use of the bow & arrow being uncomfortable so we've gone back any re-played a few classic games who are hailed for having great bow & arrow systems.
One of these games was Valve's "The Lab" to see what learning we could bring into Unknightly.
We quickly came to the conclusion that the reason people grow to like the bow and arrow mechanics in these games is primarily because after firing a good number of arrows our mind picks up the game's physics and calculates the offset required to hit a target.
With Unknightly you only fire a very small number of arrows and thus the learning curve is very slow.
In fact, after firing many arrows in Unknightly we found out the system is more precise than many of the other games out there.
Yet we were able to include multiple changes improve the bow handling experience. Hopefully you grow to like it :)
Minor UI design improvements
Tutorial Tips Dark Mode Text:
Dark mode text fits in much better with the atmosphere of the game and is easier on the eyes.
In-Game Menu sliders and button colors re-arranged on some pages to be more compact.
Button Hold-to-Press times changed for Save Game, Load Last Save and Pause Game.
Miscellaneous Bug Fixes Fixed or worker around multiple bugs including crashes caused by "ObserVR" plugin, players spawning off limits, etc.
Background Work:
It's worth noting that a significant chunk of the development time has been devoted to rebuilding some of the AI systems (especially AI navigation).
While these efforts do little in terms of affecting game-play the are mandatory in order to properly support multiple story buildings which are very common in the upcoming Village level.
These navigation improvements have also solved various game-play issues where AI would disappear into walls etc.
I want to take this opportunity to thank you all for your huge support of Unknightly and I hope to delight you with more content very soon.
Special Thanks to some of our beloved community member for helping play-test this update, giving feedback, discovering bugs and making great improvement suggestions - most notably: Major_Troubles, Hoshi82, Jaknet and Caldor <3
We're all set up so that the next major update can finally include the Village level! <3
The Current State of Unknightly
Hello everyone,
My name is Jake (AKA PortalStudios) and I'm the developer of Unknightly.
A few months ago (February) this year I've went through a few very significantly... changes… in my personal life.
I don't wish to sound overly dramatic, but suffice to say I had hardly turned on my computer for a few months now (let alone visit Steam).
Recently things have been looking up and among a few other things I’ve made the decision to see this project (Unknightly) through to the end and deliver on the commitments I made to my supporters and player base.
A few months ago I, together with a few very dear members of the community, had great discussions about future plans and dreams for Unknightly - some of these will have to be postponed for the time being.
As for now, I’m aiming for a 1.0 release and exiting early access by September 30th having delivered:
(Possibly add a special movement-mode for motion sickness sensitive players).
Delivering on these commitments and closing a 1.0 release is my number on priority.
As for the day after the 1.0 release, I will be looking into:
Further supporting Unknightly with incremental updates.
Porting Unknightly to addition VR platforms.
Opening Unknightly for modding by the community.
One final thought for this post:
After being a dev that’s active on a daily basis responding to every PM, review and discussion within hours or days for over a year since launch, dropping dead-silent for a few months can only look like a sudden abandonment so I cannot not blame anyone for drawing conclusions.
The last thing any creator wants is to abandon their creation, having invested so much love, sweat and tears into its development, releasing and continuous support for almost two years straight.
Over the coming few days I will be catching up with reviews, discussions and PMs, and gradually resume activity as normal.
I can only add that I am very happy to be able to resume work on Unknightly and seeing it through as it's a project that is near and dear to my heart as I'm sure it is to some of you as well.
Hopefully with its 1.0 release Unknightly can continue to rank as one of the best stealth experiences VR has to offer.
Jake.
UNKNIGHTLY - "Minor Update" 22.11.18
Hello everyone!
While we are hard at work on getting out the upcoming "Village" update (we know many of you are eager to jump into <3), we did manage to dedicate some time to release this minor update for you all.
This minor patch includes: > Significant bug fixes > Multiple "quality of life" improvements
> Several minor features requested and discussed on the forums.
Special thanks goes to some of our most influential community members Major Troubles, Caldor and Jaknet.
as well as members who've opened bug reports and made suggestions addressed in this patch, including Thetrakynia, Sir Positive, Absolute Glad Lad, Galatoni, Korou50, Hoshi82 and others.
Alright, I'll do my best to keep it short and to the point:
Feature Requests:
Added Press-to-Crouch Option aimed at people who have difficulty with physically crouching. This option is disabled by default and can be enabled through the in-game menu.
Press to Snap Turn is now supported as an alternative to swiping.
Bug Fixes:
Game Intro Screen Sometimes Stutters - We have located and treated the source causing the outrageous performance issue.
Switch to Newer Version of Plugin to Avoid Crashes - A few players were reporting frequent crashes caused by one of the plugins we are using. Updating the plugin to the newer version seems to have solved the issue.
AI Keeps Staring at Player After Light Sensor Value Returns to 0.
Guards Not Casting Shadow - This was a bug since we did intend guards to be casting shadows from nearby light sources.
Quality of Life Improvements
Improve Bow Handling & Aiming so controllers do not slam into HMD. Also improved the bow's alignment / aim .
Disable Grabbing of Bow & Arrows While in Air since it was interfering too much while climbing & falling.
Snap Player to Last Location and Rotation on Unpause and Ignore Noise caused by movement when returning from pause.
Improved Bow Haptic Feedback and Sounds to only play when string is moved + play haptic on both hands
Remove Snap-Turn "Swoosh" Sound which was getting annoying.
Change Color of a few Menu Buttons such as "Quit Game" and a few others to have a brighter color since they looked as if they were disabled.
Game-play Changes:
Re-Tune Hero Movement Speeds - Hero movement speed has been reduced slightly to better fit the pace of game-play we are aiming for.
Reduce Hero Noise when Falling Short Distances so when crouching you can safely step off a box, barrel or table and not have to worry about alerting guards. Do not try jumping off while standing though, that will most likely get you in trouble :)
Limit "Bunny Hopping" which some players used to blaze through maps, which of course is undesired.
Misc:
Cap In-Game Super Sampling to x1.5 - With all the dynamic lights and shadows in game we cannot recommend SS of x2 as the game has a few scenes where even high-range graphics cards would see a performance hit. Players who do wish to cross the x1.5 recommended max can still do so using SteamVR settings.
Removed Chinese Localization - After localizing the game to Chinese and promoting it in China for a few months we come to the unfortunate conclusion that the sales we were achieving in the Chinese did not make it sensible to continue supporting Chinese localization in terms of translating and development costs.
So hopefully these improvements serve both new and long-standing players in making their overall game-play experience better.
We wanted to deliver them early rather than bundle them with the upcoming major patch which will take a little longer to release.
As always, looking forward to your constructive feedback and please do let us know on the forums if you happen to encounter any bugs/issues or would like to make suggestions.
Thank you all for being such an integral part of Unknightly's development process! <3
And for those who've scrolled all the way down here - here's a little treat :)
Village Chapter - Teaser Trailer
Hello everyone!
We're very excited to share with you the progress we've been making on the development of the upcoming and long awaited "Village" chapter.
We've been telling everyone this chapter has been in the making for a while now and we're finally at the point where we're ready to give you a sneak peek at what it is shaping up to be.
Please do keep in mind that this is still a work in progress and we're happy to accept any constructive feedback you offer.
We hope you like what you see - Enjoy!
https://www.youtube.com/watch?v=7wfAgS78IpQ
Thanks you for all your support and care - it is appreciated immensely <3
PS: It is still a little early to quote a release date but as you can see from the video it's not very far off :)
UNKNIGHTLY - "Major Update" #5 is Now Live
This update is perhaps our most significant one up until now.
The update contains an array of new mechanics that together add multiple layers of depth to the already existing game-play!
Hopefully you guys are excited for this one :)
So first off - we've updated our game-play trailer to reflect the new content, check it out here:
https://youtu.be/CWLDJu0iLh8
Let's quickly some of the significant features included in this update:
Major Features :
Bow & Arrow
We've always been very inspired by the old "Thief" games.
Ever since we launched this game we've wanted to add a bow and arrow as a main utility for the player to manipulate the world - and now we've finally done it !
With this update we've made available to the player 3 different arrow types:
Lethal Arrow - Assassinate guards from a range.
These arrows will not penetrate heavy armor and so as with the dagger player will be required to aim for a guard's head or neck.
Noise Arrow - On impact creates a noise for several seconds distracting guards and luring them towards it.
Water Arrow - An arrow that will allow the player to change the lighting conditions in the environment.
Ability to Manipulate All Lights and Snuff out Candles !
Numerous times have people been asking for the ability to snuff out candles.
We've replied that the challenge with achieving this goal is performance related.
Without diving too deep into the technicalities of the matter we've made use of multiple optimizations techniques and are now able to support multiple "dynamic" lights in a scene (meaning they can be turned on / off).
As a result we've made all lights in the game either completely or partially extinguishable depending on the type of light (candles can be completely snuffed out while braziers can be dimmed for a period of time).
Manual Save & Load System
Allow the player to save and load the game at any time they wish from their Journal (in game menu).
The player now has 3 slots which they can save to or load from at any time they require.
This means you can now save just before you attempt something bold and restart at that very last location if things do not work out as you planned.
No more checkpoints !
Loot !
Loot has been requested since the early days and is finally starting to make its way into the game.
With this update we've introduced loot as part of every level as well as hints (in the form of notes) lying around hinting at the location of that loot.
Players who manage to collect all loot in a level will be awarded with a special achievement for their success.
In future updates we will be taking a look at expanding what a player can do with the loot they collect (ideas suggested include : trophy wall, sell for gold etc.)
Minor Features :
Performance Optimization ! This update has pushed us to invest a lot of time and effort into optimizing the game's performance in order to support all the features we were striving to add.
This resulted in the game's overall performance improving quite significantly leading to a much smoother and more pleasant game-play experience.
Tutorial Way Point Markers Added a way point marker on screen to assist the new players with figuring out their next destination.
Official Support for Chinese (Simplified) We've translated every piece of text available in the game to Chinese (Simplified) using the help of a professional translator.
Guards Now Wear a Variety of Helmets ! Every guard in game can now be assassinated, should the player wish to do so.
Every Helmet has its own weak spot.
Journal (In Game Menu) Interaction Hide hands when interacting with the journal (so they do not obscure the text)
Hope you all like this update - we're really excited for your thoughts and feedback !
As always withing a few days we will be posting a thread where we can discuss together the plans for the upcoming major update !
Looking forward to engaging with you guys <3
UNKNIGHTLY - "Major Update" #4
Hello everyone!
We know it's been a long wait but we've finally released Unknightly's 4th Major Update!
Before we continue we would like to take a moment to apologize to our community for having this update take so long to release.
The main reason for the delay was that we've run into some significant technical issues while upgrading our game engine as well as with the implementation of some new plugins (Google Resonance, and more as described below).
Technicalities aside, we feel confident to say we can now continue developing and releasing updates at the pace you guys have come to expect and appreciate from us.
It is our intention to release a significant major or minor update every few weeks as well as get to the creation of new levels in the very near future.
Thank you guys so much for your patience and support, it's not taken for granted.
That aside, let's dive into some of the features included in this latest update.
Major Features :
In Game Menu !
We're finally introducing a proper menu system into the game - and dare I say we're quite proud of it.
From day one we knew we did not want the standard menu screens and laser pointers you can find in so many VR games.
We generally try to put a lot of though and effort behind designing game elements which will blend naturally into the game play experience and keep our players immersed and engaged at all times.
So our answer to this problem was to let the players carry a small journal that attaches to their belt.
The player can then pickup this journal, open it, use their free hand to turn pages and use the attached quill pen to change their settings.
You need to experience it to see what it's all about - we feel it's pretty awesome, hopefully you guys do so as well :)
Also inside the menu inside the menu we've included some new features.
Here's some of the more significant ones:
Rotation Settings Snap & Smooth turn, both with their respective sensitivity settings.
Level Management Restart from Checkpoint, Reset Level, Exit to Main Menu and alike.
Graphics & Audio Settings Super sampling, brightness, background music & ambient sounds volume are now all configurable though the menu - so feel free to can customize them to your liking.
More...
.
Difficulty Settings !
The game now supports two difficulty settings: Normal & Hard !
Hard is what was available so far, while Normal is a new and more "casual" difficulty setting meant to be played by the average VR player.
Make no mistake - Normal is not going to be a walk in the park at all and most players will definitely find it quite challenging and fun.
We put in a lot of though and effort into making the Normal difficulty strike a good balance of being both challenging and casual at the same time.
This was done mostly by making the AI more forgiving to minor mistakes made by the player - but go too far and you' probably won't get away with it.
It's worth pointing out that we did not go down the easy route with a simple x0.5 factor or anything like that but instead we choose to more manually craft and intervene where we felt was appropriate.
PS: Normal is the default setting, so experience players should remember to turn it up to Hard if they feel like they want the classic hard core experience.
Dramatically improved 3D Audio Precision! *
Sound is a critical component of any game.
This is especially through for a VR stealth game where proper sound spatialization and directivity supply the player with a lot of information just from hearing, on top of the huge benefit in terms of immersion.
It's for these reasons we've decided to invested significant effort in taking a major step forward in terms of the game's audio quality.
Anyone launching the game will undoubtedly notice a significant and very welcome improvement from previous versions.
Having said that, there's so much more benefit left to extract from the audio technology we've implemented - we've only just scratched the surface and will continue to iterate on this front in upcoming updates.
Here's a link to the technology behind what we've been using to implement realistic 3D audio into the game: https://developers.google.com/resonance-audio/
Note: Achievement were not added to this update even though they were initially planned to, due to the simple fact that we were unsatisfied with how they turned out at this stage of the game.
Simply put - we've decided to post-pone this feature a little longer and revisit it once we've added loot and perhaps also stealth score as metrics of a player's performance.
Minor Features
Many minor features have made it into this update. We'll try to name a few important ones:
Player's Movement Speed Now Affects Visibility Previously the player's movement speed was not accounted for while calculating his visibility (yellow indicator).
Now that visibility accounts for this factor, a player's movement speed can both work with or against him!
By standing still or moving very slowly the player is reducing how visible he is to guards, so if he happen to find yourself in a pickle with no dark corners to hide in, he should try to crouch and remain as still a you can to hopefully escape detection.
Remember it also works the other way around - sprinting though a dimly lit area is now very likely to get you detected.
AI Suspicion from Touch Builds Up Instead of Instant Detection Anyone who got instantly detected by a guard while trying to pick-pocket their keys knows what I'm talking about :)
Thankfully this now no longer happens
As the player you have much more slack when bumping into guards or picking their pockets.
When you frisk a guard he slowly builds up suspicion. Though if you are not quick and careful enough you will still get detected.
Significantly Increased Stamina Stamina was added as a resource a while ago and we're received a lot of request to increase the amount of stamina the player had to work with.
That's exactly what we did by giving the player more than double that of the existing stamina amount.
Item Noise Predictability Picking up and throwing items to distract guards is an important mechanic in game.
Unfortunately item noise sometimes behaved quite unpredictably.
We've finally managed to fix it so that items are now much more functional and pleasant to use.
Save Player's Last Checkpoint On Game Restart Previously restarting the game or level would wipe the player's checkpoint data forcing them to start that level all over again.
We now save the player's last checkpoint so that once you restart the game and reenter that last level you are respawned on that last checkpoint.
Going forward it is our intention to replace the checkpoint system with a manual save / load system that would allow player's to freely save and reload multiple saved games at any time.
~100 New Guard Voice Lines Evolving guard dialog is always on our radar and has great implications in game.
We've added close to a hundred new guard voice lines which help communicate to the player what the AI's currently thinking.
We've also included voice lines where one AI reacts to what another AI has said which creates some very entertaining and sometimes funny moments.
Bug Fixes Many bug fixes have gone into this patch especially related to the tutorial.
Special thanks to our beloved community member Jaknet for having brought many of these to our attention. Just to name a quick few:
- Fixed: Tutorial instruction text would sometimes get inverted on one of the controllers.
- Fixed: Player always start the Tutorial level facing the cell's wall.
- Fixed: Player could not complete tutorial if he skipped tasks even if he managed to reach the end of the tutorial level.
- Fixed: Issues with the guards "Look At" functionality which is a significant queue to the player that he's being watched by the AI.
- More...
As always withing a few days we will be posting a thread where we can discuss together the plans for the upcoming major update !