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