Victim cover
Victim screenshot
Genre: Adventure, Indie

Victim

Bug Fix | July 26th 2023

Fixed game crash when collecting the hammer in the Valley of Death.

Update 2.0.0.2 | July 22nd 2023

-Added to opening cutscenes

-Various minor adjustments

Update 2.0.0.1 - July 20th 2023

-Subdued the Ducks
-Added exits near the beginning of each of the four starting areas
+adjustments & polish

Victim Complete 2.0 Update

Summary:
-Added additional intro scene/tutorial to introduce a partial upgraded 2D movement feel.
-Made changes to the beginning of the game toward an attempt to make it less confusing and more accessible to some players.
-Change the logic for the tombstone so that the text is No Longer randomized and now order instead.
-Added a full screen toggle notice to the beginning caution screen.
-Added a Pit maze in one of the Deadwoods' scenes. (*May remove or expand upon?)
-Added a way to revisit the New "Happy Tutorial Area" whenever the player wants from the Main Hub Area.
-Added a thought bubble effect that momentarily displays a specific item when required.
-Added ability to Exit "Happy Dream Tutorial" Area if revisiting.
-Added item collection instance to some items when being collected.
-Added checkpoints to rest areas and various platforming starter areas toward eliminating potential frustrations, which may allow the game to be easier.
-Checkpoints can be accessed via the Central Purgatory once the first initial Checkpoint has been activated.
-Added a graphic that displays WASD Control Scheme to the tutorial area for players that may not be aware.
-Improvements to a few areas to allow for easier accessibility for lost players.
-Added a few exit shortcuts to useful areas.
-Improved Interactive Barrel and Husk Functions.
-Touched up and Fixed Layer misplacements in the Tech Facility, Hermit Basement and Frozen Areas.
-Changes to various aesthetics around the world.
-Added and Altered specific behavior of the Pod Drone Seeker.
-Added Extra Exit Functions in 2 Key Collection areas in the Tech Facility. (Rather than falling down a pit of death)
-Added a couple useful exit options
-Improved Beginning Scene Aesthetic
-Added a useful checkpoint to the Depths Pit
-Added FULLSCREEN Toggle Switch to the play areas
-Added New Quick Cutscene to backtrack transports
-Polished all of the Night Creature Sections
-Added Checkpoints to All of the pits
-Made adjustments, tweaks and additions to the Catacomb Trials Area and Mushlands Area
-Added a couple of useful escape exits to two of the pits in the depths
-Added Blood-Mush Sprite to the Blink ability
-Added a New Ambient Track for the Chambers Area to replace the prior track
-Adjusted first Chamber Room's timed switch to go along with it's design changes.
-Added Pod Drone Deactivation
-Added to the aesthetic design of the Chamber Trials and Catacomb Trials Areas
-Added a Rest Area to the Chamber Trials
-Made Warden Capture instant Death
-Removed Specific Logic for Razor Shots where blood would spatter when colliding with any object.
-Added useful Exits to all of the Grave Holes and Catacombs Entrance
-Added New Gate Animation Sprites to a Specific Gate Style
-Added Checkpoint to waste disposal
-Fixed Collision points and Data Card Placement in an Ashes Area
-Changed Text when collected Bag of Goods item
-Remade the Flesh Floor and Horizontal Flesh Tendril Sprites
-Adjusted the Baggy Collection in the Depths
-Adjusted the Demon Key Position when Collecting
-Added New Checkpoints to the beginning of each of the four Puzzle Temples
-Added a New Checkpoint Indicator to All of the Checkpoints that shows exact spot of activation when activated and if already activated.
-Added useful exits to a couple needed areas
-Expanded the room at the beginning of the Tomb of Grief
-Added a crumble sound effect for broken skulls
-Moved the Checkpoint marking the Mush Temple, back one room
-Added Sound Effect to Brainwash Boss Defeat
-Added New Scrolling Backgrounds to all of the five Brainwash Areas
-Added more pits and a bit of aesthetic changes to the Dead Woods area
-Aesthetic changes to much of the Dead Woods and all of the Mush Temple
-Aesthetic additions through the Valley of Death and the Mush Temple Brainwash
-Added 400 New lines to the randomly generated thoughts. *Partially including a segmented version of the one outdated user review that I broke into many individual lines of text as a "Thank You" to the first person to review this game.
-Added effects to the Cyborgs in the Tech Facility
-Added to the design of the first Valley of Death area
-Added Frames and Tweaked the animation for the Boss of the Brainwash Areas
-Completely Revamped every frame for the Single Hit Death Cutscene
-Changed around some layering in the first Valley of Death area
-Added New Scrolling Clouds background
-Added a New track to go with the Ash Temple
-Added a New track to go with the Brainwash Levels
-Changed and added to the Aesthetic design around the Frozen Key within the Lair area
-Added to the aesthetic design of all five of the Brainwash Levels
-Added a New audio Track to accompany the Lair area
-Tweaked a few lines for the randomly generated thought process
-Added 40 new lines to the randomly generated thought process to now total 2040 potential lines of text
-Added to the Aesthetics of the Maze of Contemplation
-Changed the pitch of the Ashes Audio Track that accompanies the Ashes area
-Added aesthetic design to much the Frozen Norths area's lower areas
-Design additions to the Lair area
-Ambient sound trigger fix when player moves from the Morbid Temple back to the Desolate Mass area
-Added new logic to many of the overworld gates to allow layer positioning based on the player's positioning
-Added new lines to the randomly generated thought process to now total 2050 lines of potential text
-Made Flailing Fetus' and Freakazoid threats crushable
-Added shove-able block to strategic points in the graveyard area
-Made Goopers auto-pop 3 seconds earlier
-Made Spores auto-pop 2 seconds earlier
-Darkened the sky over the clouds in the Lair area
-Moved some layers in the Frozen North
-Added new text to many of the already placed signs
-Fixed spawn when coming back from the Alternate Dimension
-Added a bunch of New Paddle Flippers to all of the Crazy Brain Stages
-Adjusted all of the ladders in both the North Tower and the South Tower
-Adjusted audio triggers in the south east of the Desolate Mass
-Adjusted logic for a couple Frozen gates when exiting.
-Adjusted logic within some grave holes secret exits
-Added gradients and backdrops to many of the differentiated Cutscenes
-Added a New sound effect when collecting a Fragment
-Adjusted sound triggers after collecting a Fragment
-Adjusted how the paddle flippers interact with the Crazybrain in the Crazy Brain Stages
-Changed a Grave Pit in the Ashes from an instant pitfall to a mound that must be dug into with the Shovel
-Changed the Design of the Painting Fire Pit in the Ashes area so the player is able to escape without dying
-Added 20 more new lines to the randomly generated thought process to now total 2070 potential lines
-Added new logic and adjusted the existing logic for the flipper paddles within the Crazy Brain Stages
-Added a sound effect when a flipper paddle smashes the Crazybrain
-Added an animated effect when a flipper paddle smashes the Crazybrain
-Added to the aesthetic design to the grave holes in the Desolate Mass
-Tweaked the logic for the Chattering Rot-Skull, the Frozen Crippler and the Bloody Crippler threats
-Added 30 more lines of text to the randomly generated thought process to now total 2100 potential lines
-Stopped Endless Frozen Cripplers from spawning at the Top of the North Tower climb 01
-Added to the Aesthetics and design of the Furnace
-Added to the Aesthetics and design of the Deadly Blizzard area
-Added to the Aesthetics and design of the Desolate Mass area
-Added to the Aesthetics and design of the Sewers
-Added to the Aesthetics and design of the Haunted Dungeon
-Added a bunch of new sprites
-Added three new decorative objects with layer adjustment logic based on player's position
-Added to the logic that deletes all progress when starting a new game that allows the player to exit the First playthrough of the Tutorial Dream properly.
-Added and applied 7 new Sound Effects
-Tweaked the logic of two specific push block puzzles
-Added to the design of the Sewers
-Tweaked the logic of the Sewer Grief encounter
-Added a New Cutscene for Blood Mush/Recollector Portal Travels
-Adjusted the logic in the Main Hub for Recollector Portal Travelling
-Adjusted the logic for the Blood Mush ability
-Added a few New Sprites
-Added a few New sound effects
-Adjusted the puzzle near the Sewer gate entrance
-Added to the aesthetic design of the Lair area
-Added to the design of many cutscenes
-Added 30 specific item Function graphics for key-abilities that display when the correlated item is collected to show how the specific item's ability functions
-Added to the design and expanded each room within the Tomb of Grief
-Added to the aesthetic design of the Lair area
-Added a few New Sprites
-Added to and adjusted the Aesthetic design of all of the scenes within the Mushlands area
-Added a pattern to the base tiles of the Ashes area and applied them
-Added to the aesthetics of the Ash Temple
-Added to the level design of the Grief Stalker encounter
-Adjusted the puzzle near the Sewer gate
-Adjusted and added to the logic of most of the Enemy Threats
-Fixed the collision bounds of a specific decorative tree
-Adjusted the Crow Threats to only attack if the False Idol has been collected
-Added new sprites, animations and functions to the Flaming Skeleton threat
-Added Text when collecting 8 specific items
-Added to the aesthetic and level designs of the Furnace
-Added to the aesthetic design of the Ashes area
-Added a 2nd Rest area for the Furnace
-Added a Secret Passage in the Mush Temple with 6 New Rooms
-Added to aesthetic design of the Frozen North
-Added to the Design of the Night Creature chase in the Furnace
-Added a New Grief Stalker Room in the Dungeon
-Added more puzzles in the Mush Temple Secret Passage
-Added a Large Spore Spawner
-Adjusted various aesthetic design, layering and logic
-Added to the design of the South Ash Tower
-Added two new backgrounds for the South Ash Tower
-Added to the Mush Temple Secret Passage
-Added to the Aesthetic design of both the North Tower and South Tower
-Adjusted the level design of the South Tower
-Adjusted Night Creature response and added SFX Night Creature Death cutscene
-Added Exits to the First puzzle rooms in the Facility of Madness
-Animated the Skinless NPCs in the Ashes area
-Removed certain hidden collision blockers
-Added 50 new lines to the randomly generated thought process to now total 2150 differentiated potential lines of text.
-Added flickering light effect to light sources such as lamps, fires, and torches.
-Added to the aesthetic design of both the Frozen North Tower and the South Ash Tower
-Adjusted the positioning of turret projectiles
-Changed the Layout of the valley of Death in order to access certain areas earlier.
-Added a specific exit in the Mush lands
-Swapped two of the Keycard locks in the Dead woods
-New areas added to the Dead Woods that flesh out the world and make sense of the worlds connectivity
-Added Achievements
-Paved the way for more Achievements to be added
-Added Level design in the Decrepit Dungeon
-Added 6 more Achievements to Total 29 Collectable Achievements through Steam
-Added another Achievement to a now 30 Total Achievements
-Added to the design Dream and Nightmare worlds.
-Added a Giant Duck to the Nightmare
-Made Adjustments to the Top of the Frozen Tower
-Made Adjustments within the Valley of Death
-Added to the Grief Encounter in the Decrepit Dungeo
-Added 4 more Achievements
-Added to the design of the Future Void
-Added a few more Item Display Cards to accompany specific items
-Added aesthetic design to all of the Horrific areas
-Added aesthetic and level design to the Alien Moon Base areas
-Added Aesthetic design to the Purgatory Desolate Entrance
-Added Aesthetic design to the Mausoleum in the Graveyard
-Added Aesthetic design to one of the Rooms in the Desolate Maze of the Lost
-Added a Giant door to the Crypt Gate guarded by the Destroyer
-Added Aesthetic and Design to the Catacomb Trials
-Added New Sprites for a Wooden Switch
-Added Wooden Switches to the Catacomb Trials
-Added 10 New Achievements to a now Total of 44 Achievements
-Added 5 Leaderboards for Time Trial Bonus Content in the End Game
-Added another Achievement to a now Total of 45
-Added another Steam Achievement to a now Total of 46 to Collect
-Added a Counter Clockwise spin kick to the Shadow Player for the Brainmush Puzzles
-Aesthetic adjustments in the depths and the Catacomb Trials
-Finished adding Achievement by Adding the final Four to a Final Total of 50 Steam Achievements to Collect.
-Added New collected sprites, animations and logic to all of the 50 Collectable Paintings
-Added more logic to the NEW GAME / DELETE MEMORY option
-Made aesthetic adjustments in the Desolate Maze and Dead Woods
-Improved the Realization Cutscene
-Added to the the Cyborgs in the Facility of Madness
-Logic and design Adjustments for the derelict space shuttle
-Added Asteroid Hazards for the Space Float Areas
-Aesthetic additions to all of the Moon Base areas
-Added design to the Space Area of the Derelict Space Shuttle
-Added numerous targeting laser satellites surrounding the Derelict Space Shuttle
-Fixed crash when using the Black Hole Portal after Smashing Boulders with the hammer that was isolated to individual rooms
-Fixed a bug when using all portable transporting items after unlocking gates or opening chests
-Refined all of the Item Sprites
-Added new collected animation to almost all of the Item Sprites
-Added new collection logic for most of all of the item sprites
-Adjusted sound effect for laser shots
-Added a single missing collision box for a single piece of terrain
-Added aesthetic design to the Decrepit Dungeon
-Added 2350 New Original Written Lines of Text to the Randomly generated thought process mechanic to a now total of 4500 potential lines
-Added more to the aesthetic design of all of the Derelict Dungeon Trial Rooms
-Refined all 25 of the Page Collection Point's logic and animations
-Various logic adjustments
-Various placement adjustments
-Various Level Design adjustments
-A few added sprites
-Loader Backdrop Stylizations
-Added to the Aesthetics of the Ashes Area
-Alien Moon Base Adjustments
-Hollow Man/Living Skull function additions
-Added Sprites for Hollow Spirit and Living Skull
-Adjustments to Camera Coordinates setting to Player in a bunch of Specific Large Rooms
-Adjustments to the Dungeon's Living Skull Collection Room
-Adjustments to the Hollow Man's Gift Giving
-Additions to the Design of the Blade Pits in the valley of Death
-Adjustments to the Danger Barrel Logic
-Adjustments to a few Rooms within the Valley of Death
-Audio changes in the Valley of Death areas
-Enhanced Blade Pit in the Valley of Death
-Added decorative Sprites
-Added Aesthetics to the Dead Woods, the Facility of Madness and the Valley of Death
-Logic Adjustments to player spawn coordinates for many Large Rooms
-Added decorative sprites
-Adjustments in the Alien Moon Base
-Added four interactable Conveyer Belts
-Added Conveyer Belts to all of the BrainMush Mini Games
-Added Conveyer Belts to a few rooms in the Facility of Madness
-Added Achievement Counter
-Aesthetic Additions to the Facility of Madness
-New Puzzle utilizing Conveyer Belts in the Facility of Madness
-Added 2 useful exits in the Facility of Madness
-Adjustments and Design additions to the Blood Engine
-Changes to the Functionality and Animations of the Broken Cell Hazards
-Adjustments and additions to the logic and design of the Chaos Trials
-Level Design additions within the Blood Engine and the Chaos Trials
-Aesthetic additions within the Blood Engine and the Chaos Trials
-Added The Wardens to the Chaos Trials
-Added sprites and Logic that shows completed TVs
-Added aesthetic design to much of the Blood Engine
-Added animations to the display of the Seven Way Out Notes
-More additions to the aesthetic design of the Chaos Trials
-Added a Hint Bubble for the Hash crafting in the Mush Land House
-Added logic to some of the Mush Lands areas
-Removed unnecessary logic within the Mush Lands areas
-Adjustments to the Shattered Containments Cells
-Additions and adjustments to the design of the Blood Engine areas
-Added to the design and challenge of the Blood Engine Areas
-Changes to the usage of the Blink and PortoGob items when uses in the Awakened Hub area
-Added to the design and challenge of the Blood Engine Area
-Made various alterations to the Giant Crippler threat
-Added to the design and challenge of the Grief encounter in the Derelict Dungeon
-Adjusted the logic for much blood spatter effects for threats, hazards and player collisions
-Added a New Threat to various areas around the world
-Removed camera logic that caused issue when moving left into a large room
-Added New Sprites changing the aesthetic look of the Containment Cell Hazards
-Additions to the level design of a specific Hallway in the Blood Engine
-Aesthetic and design changes within the Blood Engine areas
-Added useful exit within a specific room in the Blood Engine
-Aesthetic additions within the Sewers Recharge and Transport rooms
-Added animated effects to the Crazy Brain as it moves around
-Added a new type of Useful Exits within the two Furnace recharge rooms
-Adjustments some coordinates for a bunch of items upon collection point
-Added New sprites for the falling platforms and the small spinning platforms
-Added to the design of a specific room in the Furnace
-Made some adjustments in the Mush Temple's Puzzle Path to the Mush Lands
-Added New turrets that shoot deadly needles that kill the Player in one hit
-Made many aesthetic and functional design changes within many various areas.
-single sprite change when collecting the Brick
-layering adjustment for a single bag of weed in the Valley of Death
-Adjustment to the LOG interaction and Brick Collection
-Added corpse head lock for doors unlocked via the Corpse Key
-Made adjustments to the Ash Lord Boss Encounter
-Made logic Adjustments to the seven Shadow Doors
-Ash Lord Boss adjustments
-Many aesthetic additions to most of the Frozen type based areas
-Added rest area within the Tomb of Grief
-Logic adjustments for the Night Creature chases
-Logic adjustments within the Graveyard
-Additional mechanic added to the Night Creature chases upon activation
-Camera adjustments within the Tomb of Grief
-Added two new types of shattering Ice Chunks
-Added to the aesthetic look of the Tomb of Grief
-Added to the level design of the Tomb of Grief
-Adjusted some logic within the Tomb of Grief
-Many aesthetic and level design additions to the Lair and Tomb of Grief areas
-Logic adjustments for the Item Collection Prompt description notices on collection point
-Additions to the Lair area
-Additions to the aesthetics and level design of the Lair and Crypt areas
-Added New enemy type
-Made aesthetic adjustments in the Graveyard
-Made logic adjustments in the Crypt and for a couple specific spawners
-Much changes to the Graveyard after the Living Skull is collected
-Adjustments to the Auto-Crusher's Logic
-Adjustments to the Boulder found within the Destroyer's Hall
-Added New Death Cutscene when killed by Crushers
-Adjusted all of the Crusher Hazards
-Added alternate counter clockwise spinner obstacles
-Added to the breakable blocks within the Crazy Brain stages
-Added new Barrel obstacles
-Added new sprites for the various boulders
-Added many aesthetic and level design changes to the Crypt, Graveyard, & Valley of Death areas
-Added 101 New lines of text for the Randomly Generated thought process word salad mechanic.
-Adjusted many lines that were too long for the Randomly Generated thought process word salad mechanic.
-Added logic for new restricted spawners
-Adjusted the logic for the battle with The Destroyer Boss
-Added new sprites for aesthetic purpose
-Added to the Aesthetic look of the Crypt area
-Adjusted the aesthetics within the Grief Boss Battle Room
-Added a New Cutscene
-Added New aesthetic sprites
-Added to the Graveyard platforming area's aesthetic look and level design
-Changed the aesthetic look to many of the areas within the Desolate Mass
-Added a simple puzzle to the Mausoleum in the Graveyard
-Added a firing animation for the Needle Turrets
-Added and adjusted some logic for various actors
-Added Health Bars for all Seven Bosses and Boss Rush Mode that includes logic and sprites
-Logic adjustments within the Crypt and Shadow Work Puzzles
-Much Level Design additions for the Graveyard Area
-Reworked the Crazy Brain Mechanics to eliminate Brain stagnation
-Added New breakable blocks to Crazy Brain stages including logic, sprites and animation functionality
-Added a Cutscene to accompany the Destroyer Boss' Death
-Added logic that adds effect and animates the Boss' Health Bars
-Added to the Aesthetic design of the Crypt area
-Added Checkpoints to the end of all six puzzle temples just before the Brainwash stages
-Added New SFX for Barrel breaking and Explosion SFX for the Destroyers Death cutscene
-Added Barrels to the level design of many areas
-Added to the aesthetic design of many area all around the world
-Added new Death Cutscene
-Adjustments to the CrazyBrain
-Added Score System to the CrazyBrain Marathon
-Logic Adjustments for the Brick attack
-Adjusted Collisions for Plinko Pit in the Blood Engine
-Added a New Mini Boss for the Blood Engine Core
-Added a third rest area in the Blood Engine to alleviate intense difficulty
-Fixed a specific memory leak issue cause by a segment of logic for the Goober Gob spawners found within the Sewer Area
-Adjusted some logic for spawning hazard mechanics
-Added to the aesthetic look of the Sewer area
-Added to the aesthetic look of a few Blood Engine rooms
-Added new sprites for animated blood falls
-Added sprites and new logic for reading signs within scrolling areas
-Added a the ability to press 'P' to launch the Crazy Brain downward to alleviate moments of stagnation
-Added adjusted logic for reading text to all of the Scrolling areas
-Added some new sprites
-Added to two of the pits that lead into specific areas of the Depths regarding level design and aesthetics
-Added a specific entrance in the Dead Woods that leads into a pit that leads into the Depths
-Added aesthetic and adjusted logic for the seven Shadow Integration Puzzles
-Added effect to the seven Shadow realm reward rooms
-Added Electric Turrets, Electric Projectiles and Electric Tubes
-Changed the South Ash Tower to have an Electrified theme
-Added to the Ladder Sprites and added a Mid-length Ladder
-Adjusted the Logic for Player Damage Delay
-Added a Mini Boss for the top of the Frozen Tower
-Added a Mini Boss for the top of the South Ash Tower
-Added to the aesthetic design of the Blood Engine
-Made a bunch of sprite adjustments
-Added a sprite frame to the end of the Destroyer's death
-Polish the Player's collision boxes and sprites
-Improved the Player's damage animation sprites
-Added to the Aesthetic look of the Shadow Integration Puzzle stages
-Added a new steady shot laser turret
-Refined the three Mech Eye Core Mini Boss Rooms
-Added animations to the Catacombs Doors
-Added SFX
-Added to the Total Item collection count from the prior 335 items to a now total of 340 items
-Added two new character cards for the Hyper Fetus and the Mech Eye Power Cores
-Added animations to all of the Mech doors within the Blood Engine and the Alien Moon Base
-Changed the doors in the Sewers
-Added all corresponding logic to all of the above additions
-Added deadly puzzle under the entrance of the Valley of Death Mansion
-Made changes to the Logic of the player's wandering movement
-Made changes to the logic of the player's following shadow to match the changes made to the player's logic
-changed the toggle button for the Meds Item double speed function from 'Shift' to 'F'
-changed the Left Flipper Flip Button from 'W' to 'S'
-Added an indicator when the Meds Item x2 speed is active
-Added a Item Prompt Display when Meds item is collected to describe the item's functions
-Added Blood Bombs Hazards
-Added to and adjusted the Corrupted threat
-Adjusted positioning and added SFX for the exclamation effect for the Meds Item x2 wandering speed activation
-Added useful exit near the beginning of the Valley of Death's first area
-Adjusted the Blackhole portals layering
-Adjustments and Additions for the Haunted Basement area
-Added to the aesthetic look of many of the areas around the world
-Added effect for the eight offering items after each item has been offered
-Adjusted and added new angled collision blocks for the pushable block to collide with in the Shadow Integration puzzles
-Added to and adjusted the initial rooms within the Horrific Area
-Added a Snake Eye prompt when using the Snake Eye item
-Added an Unlocked Prompt Sprite and adjusted logic for the Horrific Gate when unlocked
-Touched up the sprites for all of the Notes to the Way Out
-Various logic adjustments and aesthetic additions
-Added to the aesthetics of the Horrific Temple and the Alien Moon Base areas
-Added another Puzzle to the Horrific Temple area
-Added effect to all of the pushable blocks
-Some Adjustments for the Horrific Temple Puzzle Rooms
-Logic adjustments for two of the puzzles in the Horrific Temple
-Added to and adjusted the Horrific Brainwash stage
-Added to and adjusted the Judgement
-Adjusted logic for the psychic attack
-Added recharge room to the Alien Moon Base
-Added checkpoint to the Alien Moon Base
-Aesthetic additions to the Alien Moon Base
-Added another Recharge/Rest/Checkpoint room to the Alien Moon Base
-Added Vertical Laser Hazards
-Added Level Design and Aesthetic Design to various rooms within the Alien Moon Base
-Added aesthetics to the Control Room in the Blood Engine
-Added to and adjusted the level design and the aesthetics of the Core of the Alien Moon Base
-Adjusted Exhaust Beam Hazard placements
-Alien Moon Base Core adjustments
-Added Laser Turret variant
-Added level design for various Alien Moon Base rooms
-Aesthetic adjustments for the Grand Experiment Boss Battle
-Added to the Level design and Aesthetic design to all of the Horrific world platforming areas
-Refined the Grand Experiment Boss Battle
-Added Aesthetic design to the Omninumb Boss Battle
-Added additions of both the Grand Experiment and the Omninumb boss battles to the corelating Bonus content Boss Rush battles
-Added threats and hazards to the Horrific Heart area
-Added to the aesthetic design of the Horrific Heart area
-Added new unique Sound Effect for the Horrific Doorways
-Changed Sound Effect for the Giant Eyes
-Added to aesthetic design within the Horrific Heart areas
-Added design to the Future Gate
-Added new useful exit within the Lair of the Night Creature
-Future Void area adjustments
-Adjusted and added to all of the Mini-Boss and Boss Deaths
-Added to and adjusted the Boss Death Cutscenes
-Added to and adjusted the design and logic for a few of the areas within the Future Void
-Added to the inverted player control for the Future Void
-Added Energy Hazards
-Added Blood Explosion Effect
-Added Fire Explosion Effect
-Added Short Explosion Sound Effect
-Changed Sound Effect for the Meteorites and Asteroids impact effect
-Added various in-menu effect for specific items for specific conditions
-Added a requirement for a specific door within the Future Void
-Adjusted the explosion effects for Boss Deaths
-Added a few new sound effects
-Added a sound effect to all of the Mech Doors opening and closing function within all of the Blood Engine and the Alien Moon Base
-Adjusted the barrel break & the short explosion sound effects
-Adjusted the sound effects for the Alien's Grenades
-Added two track to the Bonus Content OST sampler
-Added aesthetic, design changes & logic adjustments to a few areas within the Tech Facility
-Improved animation sprites for the Flesh Mounds
-Improved animation sprites for all explosions
-Made many adjustments within the Future Void areas
-Added a New Mini Boss Room for the Future Void
-Added a New Mini Boss Room for the Alien Moon Base
-Added to the level design to a few of the stages within the Future Void
-Adjusted rapid fire blasters and associated lasers
-Added Multiple Save Slots
-Added Save Slot option menu page
-Added corresponding Save Slot logic to all autosave moments and manual save selections
-Adjusted some layering within the beginning of the Dead Woods
Overhauled the save system to have more efficient logic
-Added save indicator icon when game is saving
-Added save indicator icon notice page
-Overhauled and Adjusted the End Game Bonus Brainwash Marathon time trial stages
-Adjusted some sprite animations
-Added Secrets and adjusted existing Secrets
-Added New 'Start' Screen prior to Game Save File Select page
-Adjusted all Notice screens prior to the 'Start' screen
-Adjusted logic, added sprites, screens and backgrounds for various Menus and Selections in regard to Secret functions
-Added to the Clues and Clue Pages with visual clues to accompany the text of each clue
-Added five Secret codes to collect around the world (each code meant as input toward unlocking secret game modes)
-Added checkpoint to the lost maze within the Desolate
-Added useful exits within each TV room at the end of each Puzzle Temple
-Added Blizzard transport cutscene
-Added to the aesthetics of the Mushlands
-Adjusted the three Grief Stalker Spawns
-Major Overhaul of the audio logic to improve audio performance and prevent any audio glitches and audio clipping for a smoother audio experience
-Major logic adjustments all throughout the entire game
-Added many new hallways, a few more cutscenes
-Changed the look of some existing animated sprites
-Fixed many bugs that were previously under the radar
-Added 5 New Audio Tracks and added them to many areas in need of a unique Track
-Added the 5 New Tracks to the Bonus OST audio Track Player
-Adjusted more audio and SFX to better improve the audio experience
-Changed and improved many ground sprites
-Added to and adjusted the beginning of the game
-Added to and adjusted the ending the of game
-Added New Death Cutscene and utilized it for specific areas
-Added functions in regard to clue collecting
-Refined and adjusted all of the End Game Bonus Time Trial Modes
-Added a track randomizer logic set for the Crazy Brain Time Trial Stages
-Added to the aesthetic look of the Infection Area
-Added animations and sound effects for Logan's NPC interaction
-Made various adjustments to a few of the Brainmush puzzles
-various Sound adjustments
-various Logic adjustments
-various Checkpoint adjustments
-various Cutscene adjustments
-Added 4 New Audio Tracks
-Added Cutscenes and transitions within the Future Void area
-Made adjustments to much of the Future Void area
-Made adjustments to the Void Sentry threats
-Made adjustments to all of the lasers
-Made adjustments to all of the Crystal threats
-Adjustments made for the game's ending scenes after defeating the final boss
-Adjustments and additions for the end game bonus content
such as:
-Audio track additions for the OST Sampler to total 40 tracks
-tweaks to the final boss for the Boss Rush Mode to match the actual final boss
-SFX tweaks when entering and exiting different modes
-Changes to the Game's ending such as: audio adjustments and scene change timing
-Added a new animation for the flesh horror threat's obliteration
-Added sprite to signal the ending of the game's playthrough
-Adjusted and added to the Crazy Brain Trials mini game for the end game bonuses
-Adjusted the Steam Leaderboards for all of the minigames in the end game bonuses
-Simple graphical change for the Crazy Brain Controls screen
-Adjustments to the Moon Base Mini Boss Room
-Changed the Beam Blasts animated effect
-Adjustments to the Acid Drip and Blood Drip collisions
-Added a Dead Eye Core Room

Patch 1.9.9.9 for June 17th 2023

-Adjustments to the Moon Base Mini Boss Room

-Changed the Beam Blasts animated effect

-Adjustments to the Acid Drip and Blood Drip collisions

-Added a Dead Eye Core Room

-Added to the Trash Vomit Studios in development Preview page

Minor Patch May 30th 2023

-Simple graphical change for the Crazy Brain Controls screen

Patch 1.9.9.8 for May 29th 2023

-Adjusted and added to the Crazy Brain Trials mini game for the end game bonuses

-Adjusted the Steam Leaderboards for all of the minigames in the end game bonuses

Patch 1.9.9.7 for May 19th 2023

-Added to and adjusted the Bonus Menus

-Added to and adjusted the Info Menus

Adjustment Patch May 14th 2023

-Simple adjustment

Patch 1.9.9.6 for May 14th 2023

-Adjustments and additions for the end game bonus content
such as:
-Audio track additions for the OST Sampler to total 40 tracks
-tweaks to the final boss for the Boss Rush Mode to match the actual final boss
-SFX tweaks when entering and exiting different modes

-Changes to the Game's ending such as: audio adjustments and scene change timing

-Added a new animation for the flesh horror threat's obliteration

-Added sprite to signal the ending of the game's playthrough