Fixed phone call logic Previously, making or receiving calls would cause errors, preventing the phone system from working properly. The phone call system is now stable.
Fixed issue with getting stuck in the wardrobe in the doctor's room Previously, entering the built-in wardrobe would trap the player with no way to escape.
Improved doctor (NPC) behavior NPC doctor's movement paths and reactions have been adjusted.
Mini-game panel no longer disappears when interacting with the lever in the cages area Previously, activating the lever could cause the mini-game panel to disappear.
Fixed incorrect behavior when moving objects beyond their allowed zone Previously, if jumping outside the movable object's zone, it would remain in a "moving" state, causing visual and logical errors.
Fixed issues when grabbing objects through wardrobes Resolved situations where trying to grab an item behind a wardrobe would cause freezing or malfunctioning wardrobes. Now wardrobe interactions are predictable, and objects can only be grabbed from accessible areas.
๐พ Balance and Gameplay:
Increased monster spawn intervals Enemy spawn intervals have been adjusted โ monsters now appear less frequently, giving players more time to explore before encounters.
๐ Optimization and Performance:
Added VSync support Eliminates screen tearing.
FPS capped at 360 FPS Reduces unnecessary GPU load on high-refresh rate monitors.
Optimized internal rendering and data loading processes Reduced CPU and GPU load, especially on high-end systems.
โจ Other minor fixes and improvements:
It now takes more than twice as little time to cut through the grates: instead of the previous 40โ80 โscreamsโ per grate, the number has been reduced to 10โ25. As a result, the total time to complete this stage has been reduced from approximately 5 minutes to about 1 minute.
The monsterโs movement speed in the "Vet Clinic" location has been increased: previously it moved at regular walking speed, now it is significantly faster.
Overall game volume has been increased.
Minor graphical artifact fixes in several locations.
Cleaned up erroneous logs and warnings in the console.
- fixed bugs that caused some things to persist after restarting runs - building a bridge over a creek now works as intended - fixed tactitian bridge upgrades disappearing after reloading run hotfix: - "golden" equipment is now saved/loaded/copied correctly
This May we were still working on improving core functionality of the game, in preparation for the Funcon festival, that takes place one week from now.
Andrii expanded zombie functionality, now they climb walls better, fall down from heights and jump the hero, when he is too close.
Egor added special zombies, that try to catch our hero in the first level, when he runs up the stairs, worked on new cutscens and improved hero walk animation.
I worked on improving the shader that blends normals.
Finally our artists added a bunch of new models as usual.
The demo is now a continuation of the main game. Achievements earned in the demo should be recorded when you first launch the release version. If this does not happen, please let us know.
Hey friends, fartists, and brave wanderers of the Internet!
Weโve launched the official Discord server for our bizarre games โ from A Story About Farting (and more farting content) to the upcoming noir comedy Detective Fartwhistle. ๐ต๏ธโโ๏ธ๐จ
Itโs your chance to:
๐ฌ Chat with us and other players
๐จ Meet my dad โ the artistic genius behind all the weird visuals
๐ง Share ideas, vote on new content, and suggest strange mechanics
๐ Report bugs (or just describe them poetically)
๐ See dev sketches, concepts, and vote on what should come next
๐ญ Post memes, fart jokes, or your lifeโs regrets
We want this server to be the heart of our community and development process. We're cooking up new content, bugfixes, and even more projects โ all hand-drawn and creatively driven by my dad (aka Chief Chaos Officer). ๐จโ๐จ