Written and Produced by Seth Parker.
Artwork by Chris Stallman.
You can find more music from Kozilek here.
Ian McKinney's Bandcamp is here.
and more of Whitaker Trebella's tunes are here.
If you purchased the soundtrack DLC the files will be placed in your Octodad Dadliest Catch folder in the Steam Directory: ...\Steam\SteamApps\common\Octodad Dadliest Catch\Octodad Dadliest Catch Original Soundtrack\ (Right click Octodad Dadliest Catch in the Games list -> Local Files -> Browse Local Files).
Octodad: Dadliest Catch is a game about destruction, deception, and fatherhood. The player controls Octodad, a dapper octopus masquerading as a human, as he goes about his life. Octodad's existence is a constant struggle, as he must master mundane tasks with his unwieldy boneless tentacles while simultaneously keeping his cephalopodan nature a secret from his human family.
Replaced initial stealth segment with new objective
Added new objectives while on deck of the boat
Replaced end encounter challenge
Silent but Dadly
Replaced gift shop room stealth segment with new objective
Added more solutions to stealth segment in entrance area
Added new, guided objective to replace final stealth portion of the level (previous path still exists)
Changed tie location to account for changed objective
Added cutscene for respawning in rafters
Reduced likelihood of glitches when in rafters
Improved camera placement
Replaced instant loss hit within final challenge to be force + suspicion
Wedding Bells - Added additional checkpoint after leaving reception room
Gervason’s Grocery - Changed Soda City layout, added new cameras to freezer section, added additional animaton for Chef
Shark Naked - Added loss animation, changed music, additional rumble
Improved performance for World of Kelp, Aquatic Fun Center, Silent but Dadly, Hot Concessions
Various other level design bug fixes
Ability to toggle audio output between mono, stereo, 5.1 surround, 7.1 surround
Reduce access to save file, create additional backups to saves.
Resize fullscreen resolution down if desktop resolution is smaller than 1280x720 (or game resolution)
Tutorial notifications now change instantly based on dominant device
Linux uses CLOCK_MONOTONIC_RAW now instead of CLOCK_MONOTONIC.
Fixed an issue with fog settings affecting multiple tabbed levels
Fixed an issue where attributes would not properly show up when creating an object
Added link to wiki in Help menu
Log when end level event occurs
Why did you make significant changes to some of the levels in the later part of the game?
Many players found these levels to be a significant departure from the earlier levels because it too heavily relied on stealth as a game mechanic, which did not work out too well. These levels did not get as much iteration and playtesting as the earlier levels did.
How does this affect speed runs?
Most of the original paths still exist, but there is an emphasis on the new objectives/solutions for typical players to complete.