In Early Access, you’re not always going to see things working or set up as best they should. We want to be transparent with you. As players notice something, such as two pairs of pants that look too similar, we hear you and want to address it.
Based on your feedback, we’ve removed the Peach cargo pants from the Product Box, as they looked too similar to the Dickies pants. If you already claimed the Peach cargoes, don’t worry, you keep ‘em. Continue sharing your feedback so we can improve your gameplay experience.
To clarify, the peach cargo pants have been removed however we're replacing them with a different free pair of pants. We're still working on that and will let you know what that is soon.

Redesigned mechanics, improved graphics, fully animated robot, new settings and bugfixes galore!
Graphical overhaul with rebaked lighting, fully animated MAIDAI, a few redesigned mechanics, new sounds, new game settings and lots of smaller adjustments and bugfixes.
Even though a lot has changed, the game remains true to its original form, maintaining its style, atmosphere, gameplay loop, lore (... with one small addition) - just looks better, plays better, is more readable and cohesive in its design. You can say this update is a remaster of sorts.
With that in mind: this update is mostly geared towards new players and existing fans of the game. There are a lot of changes and adjustments, but the overall gameplay experience stays pretty similar, so players that have already finished the game may not find the differences substantial enough to justify a full replay.
If you are interested in the story or lore of the game - there are no major changes, only one new looping cutscene played in place of the previous TIME’S OUT screen.
Unfortunately, because of the changes in the settings, a new settings file format had to be made. After you update the game, all of your settings will be lost and you’ll have to set them again. If you did not change the directory of your save file, your progress will not be reset.

Robot’s actions are now animated and emit sound
Added new behavior - robot can spawn turned away from the player, you have a fraction of a second to turn away from the robot to not be noticed
Redesigned the robot’s “running” behavior:
Robot is animated and moves from its spawn point to player’s position
Robot can run towards the player only after it is already spawned and only when it has straight, unobstructed path to the player
Player automatically rotates towards the running robot
Player cannot move while the robot is running towards them
When noticed by the robot the camera now automatically turns towards it and zooms in on it, also player cannot move (until the INPUT is switched) - spotting the robot is now way more obvious
Detecting whether a robot is in the player's view is now more accurate - raycasts now look for robot’s head and legs regions (different points in space depending on robot’s current pose)
Changed remotes’ spawn points probability - less often in office spaces on INPUT2
Added random quiet sounds emitted when robot changes its position
Added ‘rising tension’ sound - louder as time passes (in CLASSIC, EASY, NO_MINIGAMES and CHALLENGE game modes)
Balance changes
New fully animated robot model
Lighting overhaul:
All lighting rebaked using physically based renderer - basically everything looks more realistic
New light placement - most locations have been relit to create spookier atmosphere and make the environment easier to navigate - previously too many dark, hardly noticeable places/entrances, especially on INPUT3
New faux-volumetric light shader visible near light emitters
New animated and looping cutscene in a place of “TIME’S OUT” screen
UI changes:
Updated controller input icons - slightly bigger and more readable
New text placement method - less text jitter during slight on-screen changes
Corrected text placement in menus
Text-based UI has been visually unified - same style (color, font, size) for the same purpose
Redesigned sound player UI in ARCHIVES + added audio transcription section
Added manual section to the text file viewer in ARCHIVES
New procedural camera animations added under new head bobbing option called DYNAMIC
Added minor motion blur effect to smooth out camera movement (can be turned off in settings)
Added animations and screen effects when robot is running towards the player
Added support for more resolutions
Added monitor frame graphic displayed at resolutions other than 4x3 aspect ratio (new part of CRT Overlay)
Adjusted the intro cutscenes to 16:9 aspect ratio
Added screen glare effect to CRT Overlay
Shaders optimization and correction (some screen effects may look slightly different than previously)
Various textures adjustments
Updated the engine to Godot 3.6.2
Improved controller inputs detection
Optimized all 3D models
Optimized all shaders and screen effects
Added ability to skip all cutscenes
Changes in the intro cutscene: added audio transcription, recut/changed timing to better fit audio and added intended-but-missing details (like INP6 icon in the corner and audible robot name)
Changed default graphic settings
Added new settings:
Motion Blur -> ON/OFF
Fake Volumetric Light -> ON/OFF
Added support for additional screen and window size resolutions
Added DYNAMIC option to Head Bobbing setting
Reworked Rendered Resolution setting from fixed resolutions options to percent-based resolution multiplier
Changed the names of the options in the SETTINGS:
Monitor Sounds -> CRT Sound Effects
Monitor Effects -> CRT Overlay
Custom Keybinding -> Custom Keyboard Keybinding
Changed the sound played when changing the Volume option (for a less irritating one)
Added sound feedback in Initial Settings menu when changing highlighted option
Changed options in Initial Settings menu and added information about the rest of the settings in Main Menu
The secret prize for completing the CHALLENGE mode now unlocks right after switching to unlocked INPUT6, not at the start of the final cutscene
Added a text hint to restart the game displayed after running out of time
Added a monitor flash of the factory line console in the outro to direct player’s attention towards the console
Updated manual sections in MAIN MENU, SETTINGS and ARCHIVES to explain possible actions more clearly
Updated and added new hints displayed in PAUSE MENU after losing the game
Changed the presentation slide texture in the conference room on INPUT2 (the previous one was from an older iteration of the game, whoops!)
Changed the directory of the secret reward to “REWARD” folder in game files directory - created after unlocking the reward
Moved third-party license information to new, separate window accessible from the Credits menu and added separate folder with third-party licenses text file in game files directory
Changed the directory of settings and save files, now in user/AppData/Roaming/GOOSTRONAUT/INPUT6
New settings and save files format - files from previous versions of the game will not work correctly
Fixed a bug where the robot could catch the player on a locked INPUT
Fixed a bug where broken glass effect would stay on screen after resetting the game while on INPUT2
Fixed a bug with visible room culling on INPUT1 and INPUT3 - where players could see disappearing locations when walking between certain rooms
Fixed a bug where resetting game while on INPUT6 would not reset the timer
Changed input recognition in menus to include correct controller inputs
Mouse sensitivity is now independent from window size and resolution
Fixed a bug where after resetting the game the Remote UI animation would play without its first part
Fixed a bug where after resetting the game while on INPUT1 the Remote UI animation would not play at all
Fixed a bug where after playing the game for an extended period of time the sound in the Archives would not play (because of “clogged” audio buffer)
Fixed a bug where switching ‘Head Bobbing’ setting could switch ‘Invert Y’ setting
Fixed a bug where switching ‘Window Mode’ setting could gray out ‘Window Size’ option, even though the option was not blocked
Fixed a bug where ‘Game Mode’ setting would stay the same after resetting progress, even on modes locked behind progression, now the mode changes back to CLASSIC
Fixed cassette glitches visual effect - now displayed in correct resolution and in correct colors without visible texture compression errors
Fixed a bug where INPUT0 could show up at the very start of the game
Fixed a bug where the text in the ARCHIVES could be displayed outside of the table borders
Fixed a bug in the ARCHIVES where when a text file was viewed before an image the manual would display actions for the image viewer
Fixed a bug where the game would crash if the game was restarted after the robot noticed the player but before the player changed the INPUT
Fixed a bug where the FAST-FORWARD sound effect would play after single button tap
Fixed a bug in the ARCHIVES where after closing the file viewer in zoomed-in mode and opening the viewer again, the manual would only display actions for zoomed-in mode
Fixed a bug where the player could be randomly rotated after unlocking blocked INPUT
Fixed a bug where some inputs were ignored if two or more controllers were connected to the computer
Corrected textures errors (most of them related to downsampling or incorrect normals used in texture baking)
Fixed a bug where CRT overlay visual effect would render incorrectly on machines with certain graphics cards (couldn’t test on many different setups - a variation of this bug may still exist on some machines)

Thank you to all of you who shared their enthusiasm about the game in their messages, e-mails, comments, videos, fanarts, theories and reviews!
… and also I’m sorry for being quiet and not responding to anyone.
Even though I’m not active online (and do not like to be), I still dabble in gamedev and other creative projects. I just do not post about them anywhere. That will most likely not change in the near future, it all depends on my mental health, which has not been the best lately. However, if I were to share anything regarding my gamedev projects, it would probably be on my YouTube channel.
Regarding the update: I worked on this version of the game on and off in my free time, without any rush. This is pretty much the version of the game I wanted to create from the start, but lacked the abilities to do so.
Also: I got asked by some of you if I’m working on or plan to make a sequel to INPUT6. In short: no, at least not anytime soon. I do have a very promising idea on how to continue the story in an interesting way (although very different gameplay-wise), but it is waaay too ambitious and, considering the financial performance of INPUT6, frankly, does not make any sense to pursue. Still, never say never.
… and that is probably it for now. Once again, thank you all for playing the game and also for leaving constructive and honest (sometimes maybe a bit too honest) reviews!

Hello,
As we're in the middle of a large backlash around the development, it's important to address some points that have been made. There are a lot of misconceptions and misinformation floating around about the game as a whole.
During development, it's extremely normal to use tools to build certain parts of the game—mostly boilerplate code that saves a lot of time. This includes AI tools. I'm working constantly on the game, and it's hard to watch actual progress and improvements being attributed to "slop."
Secondly, the target of the Steam release is not to capitalize on or steal the game, but rather to expand the core player base, popularize it, and get the game out into the world. There are no hidden monetary or malicious intentions; we're spending our time to deliver a completely free-to-play game.
Thirdly, no one on the team is currently working for or associated with any big company. Many screenshots circulating are fabricated with the intent to defame.
Lastly, it saddens me to see people I’ve worked with hand in hand over the course of 1.5 years make extremely childish allegations and defamatory statements—it’s the players and the community who suffer most from this. It also saddens me to see the community controlled by people who don't care about the game, but about their positions - whenever you start asking the right questions, you get kicked and mocked.
Thank you.
Early Access Version of Medieval Halloween VR has been released today. First 14 days there is a 30% launch discount.
Millispeeds have been nearly doubled. Now that the steering is more stable, this means faster speeds without losing too much control.
Added camera tilt toggle to the first-person view
Added a toggle to enable motion blur
added a toggle to enable Nvidia DLSS
Added some more pellets to the forest, there were some big bare spots on the map.
Fixed the turn-in-place feature so that it engages with a lower threshold. Should be easier to get unstuck now.
Millipede is less likely to flip over and randomly change direction.
Made the first-person view less blurry.
Every calendar month a new challenge runs, starting and ending at midnight UTC. Now that you've completed last month's challenge (you did complete it, didn't you? 😉) it's time to hit the back 9! Score at least 1 Eagle on the back 9 of each of the (non-DLC) courses. You can play solo, online and against CPU. Rounds can be played at any time throughout the month, and completing the challenge awards 1000XP! Track your progress from the menu in the Clubhouse on the 19th hole, and look out for the notification in the top right corner of the screen. And, don't forget, new monthly leaderboards and Global League are now live too! 😁 Happy golfing! ⛳


Key Points
The server will be down for 2 to 3 hours longer than usual to accommodate the NFT migration.
NFT Heroes should be unstaked before the server reset on November 6th.
The server will reset at approximately 1pm PST (9pm UTC).
Unstaking requests should be made at least 48 hours in advance.
The Kongregate + Passport linking web-tool will open early next week.
If you have multiple Kongregate accounts with NFT Heroes, you will need a unique Passport wallet for each account.
Learn more by reading our FAQs.
More updates to come!
Our migration to the new zkEVM network will be taking place as part of our weekly server reset next Thursday starting at approximately 1pm PST (9pm UTC). Due to the complexity of this update, please allow for 2 to 3 additional hours of maintenance while the team works to implement the migration.
NFT Heroes should be fully unstaked before we begin with the weekly reset. To ensure your unstaking request is processed by the time this migration begins, we recommend submitting your request at least 48 hours before the server reset begins. Any NFT Heroes that are still staked during the reset will need to follow our Claim Hero process to be returned to their proper owner. This process may take several days depending on the volume of Claim Hero requests we receive.
Early next week, we will be opening up the web-tool you will need to use to link your Kongregate account to your Passport wallet. All NFT owners will need to perform this step even if you have lost access to your current Ethereum wallet. If you have lost access and intend to use the Claim Hero process after the migration, it will be vital that the verified email linked to your Kongregate account matches the verified email linked to your Passport wallet. Also, if you own several NFT heroes over multiple Kongregate accounts, you will need to link a unique Passport wallet to each one.
Once maintenance has completed, you should be able to import your NFT Hero from your current Ethereum wallet to your new Passport wallet. There will be no more need for staking and unstaking while on the zkEVM network. This means that your NFT Hero should be playable again soon after you finish importing it. You can learn more about these steps by reading our FAQs.
New/Updated FAQs:
Do I need a Passport wallet? \[Updated],
Will I need to re-stake my NFT once it has been migrated and imported? \[New],
What do I do if I’ve lost access to my current wallet? \[Updated]