Patch Notes [v2.1] — Various Hotfixes for bugs that prevent progress
Hello beautiful people,
Today we're releasing a hotfix that addresses the following issues:
The sledgehammer's hitbox will now be a LOT more consistent. Those who couldn't break things easily with the sledgehammer will now be able to.
We have made some changes to prevent the game from crashing after the final scene.
Some players still experienced an invisible collision when trying to cross the bridge with a cross. It should be fixed, but we have never been able to reproduce the issue. If this happened to you, please let us know if it now work properly for you.
Based on our own testing, and on the bug reports from the community, we believe there should no longer be any bugs that prevents progress.
NOTE: If you are having trouble with invisible frames during the frames puzzle, you will unfortunately need to load an earlier saved game.
A wonderful day to all of you!
Patch Notes [v2.004] — HOTFIX for candles and crosses
Hi there,
We were notified of the following major bugs that prevent progress, and they should be fixed.
Candles burn out in a few seconds.
Crosses could prevent players from opening the door leading to "the cross room"..
We apologize for the frustration this may have caused!
A wonderful day to you all!
Patch Notes [v2.003] — Bugs preventing progress and adjustments
Hi there,
Today we're releasing a patch that fixes most of the bugs that might have prevented players from progressing, and fixes some more minor annoying bugs.
Here's the recap:
There were still some rare occurances where the player would be killed on a ladder. Hopefully, it's really fixed now.
Picking the basement key twice should no longer be possible.
Fixed a problem where placing frames on the walls would cause a bug with their locations.
Fixed multiple bugs associated to placing candles on sockets. (this could prevent players from progressing)
Fixed some lightswitches that would have wrong states.
The crowbar no longer has the ability to fly around, glitching in every possible way.
Gameplay changes:
The player now runs faster in the cemetary ;).
UI should be a lot more responsive now.
We'll keep a keen eye on the bug reports forum and keep and making the game better!
Thank you all for your support!
Patch Notes [v2.002] — Bug fixes and adjustments
Thanks to your help, we've been able to track bugs that sneaked past us.
Here's a short list of what we've fixed today:
Fixed a bug where Lucy's kill animation would not trigger correctly.
Fixed some animations during random events.
We *nerfed* the camera.
Fixed a bug where you would teleport out of ladders and get killed.
Some gameplay adjustments.
Thank you for your support everyone!
We have also fixed another bug. It might contain some SPOILER, so you might want to skip on reading that one.
If you have tried to use a cross to get to a secret door... Well, it's now fixed. We apologize for the frustration this may have caused.
Patch Notes [v2.001] — Languages Fix
Hi there,
Here's a quick release patch. We were notified that Polish and Hungarian did not work correctly in-game.
This fix should enable players to use these languages now.
A wonderful day to all of you!
NEW Chapter is out!
Good news everyone!
The NEW chapter is now available in Early Access!
Make sure to update the game, and verify that you are on Version 2.0.
To access the NEW chapter, there has to be NO chapter active, so either start a new game, or finish the chapter you are in. Be sure to check areas that were once inaccessible :)!
Have fun everyone! Remember to take breaks to clean your pants.
Early Access Announcement — NEW Chapter
NEW Chapter Coming Soon
Hi there wonderful people,
We're finally ready to get the next chapter in your hands!
On July 3rd, we'll be releasing a whole new chapter in Early Access. This chapter will bring another 4 to 6 hours of terrifying gameplay to the game.
This chapter is the final step before full release. No more content will be made available in the Early Access (except fixes and gameplay changes). We'll be releasing more information about development, rewards, and all that good stuff next week.
Today we're thrilled to announce that we'll be releasing a Battle Royale version of Visage. It just ain't scary when there's no guns!
Immerse yourself in a true action-oriented gameplay. Loot guns and shoot bullets!
Use parkour to navigate the house. Run on walls, jump over tables, and do backflips 360 no scopes while riding a BMX bike.
Featuring unlimited ammunition for all players. Loot a gun and shoot bullets till the end of the game.
Drive tanks. Because tanks.
First Battle Royale game to support 256 players in a map as big as a normal house. Never leave the action!
First Battle Royale game to feature TRUE pay-to-win microtransactions. Tired of losing to talented nerds? Buy God mode for a game, only for $2.99. We don't know what will happen if two players purchase God Mode in the same game.
MORE, MORE, MORE!
Happy April Fools' Day Estimated release date: Before the end of time (maybe).
Patch Notes [v1.4] — All major bugs fixed
Hi there wonderful people!
Today we're releasing the moderately big update V1.4. It does NOT contain NEW CONTENT, and is focusing on fixing the vast majority of bugs we've corrected over the last month, and adjust some stability issues.
Notable changes
All items interaction bugs should be fixed
All languages should display correctly all around the application
All (or most) collision bugs should be fixed
Saved states should be a lot more stable
So basically, everything concerning the currently available chapter should be fixed. If you are still experiencing issues, we recommend that you start a new game, and that you report the issue in the forums or on our official Discord server (discord.gg/visage)
Why is it taking this long to release the next chapter?
We'll keep this one short and concise and release a full development update soon.
We knew when we released the Early Access that the upcoming chapter would be the most time consuming chapter, but our anticipations were still lackey. Development-wise, the next chapter is incredibly more challenging on a technical level, and bugs kept on piling up. We are close to what we believe is a polished version on both technical level and gameplay level, but there's still some work to be done.
What's left to do, you ask?
- Bug fixing, of course
- Many players have been praising the game's sound design, and we believe there's some work to be done still in the upcoming chapter to meet the expectations
- Finish some non-story content (achievements, collectibles, and such)
When should we expect the next chapter?
Once again, we apologize for our vagueness. It should be coming soon ;).
A wonderful week to all of you!
HOTFIX [1.32] — Korean language fix and drawer controls
Hi there horror fans,
Today we're releasing a very small hotfix that fixes the following major bug:
Major Bug - Korean language displays incorrectly and is un-readable
Since this patch was not planned, we're taking this chance to integrate a small change with the controls that we think many people will enjoy.
Control changes - The drawer will now open/close automatically with a single click
This change with control will be customizable in the next update. We just wanted to put it out there, so we could gather some feedback on it. Many players have been complaining with how slow drawers open or close, and it quickly became a drag to search in them, making players discouraged to actually find items in them (especially in the cage room). We will also do the same with doors (also in the next update). Some players with low DPI have reported the doors opening very slowly, so a single-click door control will also be available.
Let us know if you like the simpler controls for the drawers, and make sure to voice your thoughts on what should be changed/added to the game.
We're deep into the next chapter, and it should be coming quite soon in Early Access ;).