Spreepark is the main destination for adventure and laughs with your family and friends!
Ride the astounding Ferris Wheel, enter the mysterious Haunted House or find true happiness in the Tunnel of Love. How could anything go wrong in such a paradise?
This update's main highlight is the addition of a new playable area, Spreepark. Enjoy!
New features:
New playable area: Spreepark
Bugfixes:
Fixed "+None" appearing on the lobby list for some characters/loadouts
Fixed Morgul not disappearing properly on the Defeat cutscene
Update #49 - Small update
Today's update features a small number of changes:
Improvements:
Removed Competitive mode.
The amount of Competitive games didn't even reach 1% of the total number of games, so we're removing it.
Gameplay changes
Rinko: Increased Exploration by 1 point.
Rinko's stat numbers weren't as good after a number of updates that reduced the weight of the Speed stat. This change compensates this and gives her Intuition perk a bigger effect, as she will be able to use the compass more often.
Vincent: Increased Vitality by 1 point.
After a recent update that increased the importance of the Vitality stat, Vincent and his Elder perk were the most hurt by it. This change makes a bit harder for the creature to grab him a 2nd time.
Update #48 - Bugfix update
This patch features a number of fixes introduced in last update.
Bugfixes:
Fixed bot icon not being properly shown on the replay
Fixed some issues related to stat tips and stats shown on the lobby.
Update #47 - Spectral Presence
When it's fraying at the seams of reality and blood seeps through every pore you know the time has come.
Let the darkness control you and hone your skills by becoming the creature in Solo Play mode!
Fear always grows stronger!
New features:
Added leaderboard for played games
Added the option to play with the creature in Solo Play.
Improvements:
Added informative tips about low/high stat values on the investigator selection screen
High/Low stat values of investigators are shown in the Lobby screen.
Bot path is shown in the endgame replay.
Gameplay changes:
The number of "remaining grabs" will no longer have an effect on grab duration: Generally, investigators will take ~6 seconds longer before they die on their second grab.
Bugfixes:
Fixed Items being able to spawn too close to Shards.
Update #46 - Balancing changes
Today's update brings a few numeric changes to the features introduced in the previous one, after having some data on gameplay stats:
Gameplay changes:
Wounded investigators speed effect reduced: Now it's 4% when wounded, 7.5% when on the brink of death.
Creature's speed boost when stunned by light reduced to 5%.
The Investigator Endurance stat no longer has effect on stamina recovery rate. This means all characters will recover all their stamina in ~7 seconds.
Nikolai: Increased Endurance by 1 point
Kurt: Increased distance at which Cautious begins having effect by 5m.
Update #45 - Bugfixes and balancing changes
Today's update brings a number of fixes and changes that aim to shake up the game a bit, attempting to make it a bit easier for beginners, while adding some changes that should help the creature against more experienced investigators as well.
These changes aren't as fully tested as usual due to the holiday season, so please report any feedback or issues you might have in the forum.
Gameplay changes:
Progress bar is no longer shown for caught investigators
Investigators not at full health will have their Speed reduced by 5%, investigators on the brink of death will have their Speed reduced by 10%. This effect is offset by Vitality (higher Vitality means the reduction will be smaller).
Reduced Investigator's Vitality effect on Grab duration (so values won't be as extreme when grabbing investigators with very high/low Vitality).
Changed Olkoth's Stigma perk to affect Endurance instead of Speed.
Investigators' Compass will now point to the clue from a closer distance (so it's a bit easier to find nearby clues).
Creature's speed is increased by 10% when stunned.
Investigators' base endurance is increased by 20% (so they can sprint for longer).
Creature's Light resistance increases a bit slower when being exposed to light (~20% slower).
Reduced distance at which creature is banished when solving a clue from 15 to 10 meters.
Reduced Split penalty to Exploration and Bravery by ~20%
Bugfixes:
Ranked game count wasn't properly saved.
Should have reduced stuttering during gameplay a bit.
Fixed a number of collision issues reported on the Discord channel.
Implemented automatic lobby countdown on Competitive (so the game will start even if the host is AFK).
White Noise 2 now 50% off!
White Noise 2 will be available with a 50% off during Steam Winter sale!
For those who prey on the weak and wounded, for those who ralentlessly expel the wicked among ourselves, this melody is for you.
Those willing to hear the tunes of the past can activate the Classic Music on the Audio Settings menu.
Audiophiles rejoice!
New features:
Added "Classic Music" option to play with the White Noise Online original score
New Competitive Leaderboard, available from the "Extras" menu.
Improvements:
Reduced memory usage of the game after browsing the gallery
Improved ingame tutorial message behavior
Update #43 - Bugfix update
This quick update brings a number of fixes to recently introduced/discovered bugs.
Improvements:
Added Christmas skins to all the Creatures that still didn't have one.
Modified scoring behavior on Competitive disconnects: If the creature leaves when the investigators are close to win, it counts as a win for them. Same for the other side. Also, disconnections to the host have a smaller effect on clients (they will still have some effect, since we can't distinguish a cable pull from a host disconnection).
Now competitive games will show as Competitive in the "Find Games" section (they are not joinable via this menu).