 
	
	The STEAM SCREAM FEST is LIVE!
And CONFINED: Leaving OKB-134 is part of it!

HALLOWEEN is just around the corner and therefore it's time for STEAM SCREAM FEST!
So head over to the Event Page and PLAY DEMOS, WISHLIST and SUPPORT your favourite Horror Game Devs!
Event Page: https://store.steampowered.com/category/scream
 
	- Added in-game access to Controls menu
- Fixed a minor issue where "Start Simulation" could result in a black screen
@Chloe : "est-ce que c'est une simulation d'être dans le noir ?"
- Fixed a minor issue where pickable wood could get stuck in hand
 
	
	Note: This update is for the Steam Deck Beta and Preview channels, and includes new features that are still being tested. You can opt into this in Settings > System > System Update Channel.
General
Temporarily re-disabled experimental wake-on-bluetooth support for Steam Deck LCD while issues with spurious wake-ups are investigated
Fixed an issue that could prevent updating from specific older builds of SteamOS
Fixed a bug with the Discover app in desktop mode that could cause update failures in some scenarios
 
	The game got updated to Version 1.0.508!
After getting some feedback from players and playing around more myself, I'm re-balancing some enemies and features. It's not the most fun when you have a great build going and then some enemy shows up that completely ruins your build. So these changes will nerf some enemies a little and not stop a fun build in it's tracks. Originally this patch would come out in a couple of days but there are a few bug fixes that felt important enough to get out now. There will be a more content-focused patch in a few days.
It includes the following changes:
Features:
+2 Artifacts
+2 Cards
+1 Shop Offer (Altar of Sacrifice)
Bug Fixes:
Fixed bug with Ironharts Hero Power not randomizing which card to reduce. It also doesn't reduce cards that have cost set to 0 (so you aren't as unlucky now if you have several cards that are reduced down to 0 and hoping to hit another card).
Fixed bug with Captain Flint not allowing you to buy artifacts with shards that you earned during that level.
Conjure Towers now spawns towers with the correct quality.
Balance changes:
SHIELDS have been modified. Enemies can now take poison damage even if they are shielded but they take only 1 Poison damage when a poison is applied if they are shielded, regardless of amount from tower/trap/spell. Fire effect on shield is unmodified. All other damage sources than Poison and Fire now do DOUBLE DAMAGE to shields. So it's easier to get enemy shields down now.
ALL enemies except for Generals now do 1 damage to you when they reach a portal. There were previously a few that did 2 or 3 but it was never fun when you were surprised and took more damage than anticipated. You can now see how much max damage you can take in a round from enemies by checking the "enemies alive" counter.
Reduced Armored Turtle movement speed from 5 -> 4
Reduced Indestructo base HP from 1000 -> 800
Greedy Goblin mana generation reduced from 10 Mana/Second -> 5 Mana/Second
All enemies that were immune to various elements are no longer immune. Instead they have various degrees of elemental resistance. The only enemy completely immune is the Toxic Slime who is still healed by poison damage.
Expert Archers now fires at all enemies, regardless of HP amount, when you play a card.
Polish:
Updated cost indicators on various shops to better reflect the cost of offers inside after balance changes.
Fixed spelling errors with armored turtle description
 
	
	 
	
	The game has been decorated for Halloween!
6 new Halloween-themed hats available
6 new Halloween-themed glasses available
A new Halloween quest: trick or treat?
New unlockable combat emote system
Old accessories have been graphically redesigned.
Auction house sales limits have been increased from 20 to 50 to boost the market.
Plants are now tightened when planted with the skill or with the vehicle
The shortcut bar for food has been adjusted
The oil bar now reacts correctly when consuming the oil boost potion
Fixed a bug where you could spam the button to plant with the vehicle
The biofuel icon is now displayed correctly in the calendar
The front right wheel of the watering vehicle now turns correctly
 
	 
	
	Close your eyes and feel how the dance clears your consciousness, filling it with harmony and peace.
 
	
	There are a few things to address as part of this update so here's the highlights:
Security Update Advisory
Earlier this month Unity has published an official statement to advise that Unity engine from version 2017 are susceptible to remote code execution and have released a patch to the engine. Unity has reassured that there is no evidence of any exploitation of the vulnerability nor has there been any impact on users or customers. The engine version that Employee of The Month has been updated to the patched version. Link for further read: https://unity.com/security/sept-2025-01
Super Extras!
Super Extras are no longer a throwaway menu! For each ending you complete you'll unlock a way to change the way the game plays. Few people said they can't see a thing when playing the game, and while low resolution and 4:3 aspect ratio is very much intended, there is no need to continuously have the game running at such low resolution if it helps with enjoyment of the game. As a compromise however, higher resolution can be achieved by completing the bad ending (sorry for the spoiler)
That said, the super extras include but are not limited to:
High resolution
Widescreen
Extra fog
Streamer mode (nothing audio related this time, this mode is mainly for all streamers that tried to complete the game in 1 sitting - couldn't - and eventually gave up half-way from gradual increase in difficulty from game progression)
Note: Speedrun mode disables all these extras to keep things fair!
Update Version Naming Change
The numbers previously (1.0.5 etc.) has been an arbitrary naming scheme of release \[dot] major update \[dot] small update. This version naming now follows release \[dot] major update \[dot] year+month of release. Hopefully this will keep it simpler to know which version is which. While doubtful if there are multiple updates in the same month but if there is then the convention will follow an alphabetical letter (example 1.1.2510A)
Yes, mainly I didn't like the way that next version number was ver 1.1.1 because there is too many repeating numbers haha!
Patch notes:
+Updated Unity version to 2020.3.49f1 (patched version)
+Super Extras menu populated for each ending completion
+Added alternative way to complete L5
+WindowShopping achievement now contributes to the completion time when game is in a paused state (especially when reading product descriptions)
+Added festivity fluff for those days of the year
+Fixed few bugs in different locations:
++Added grass sound in The Year
++The secret area of L5 didn't let you uncrouch, now fixed
++Few levels have redone logic to compliment the super extras
+Grammar updates for both currently implemented languages
Next update coming some day...
-Kuba
 
	
Thank you for playing the Next Fest beta demo!! For those wondering, yes! We are reading your comments, and we're hard at work making sure they are addressed!
This is our first game, so there's a ton we don't know and a ton we're still working on! Based on your feedback, here's a list of things we're working on for the full release:
-Video/Graphical Settings
(Including image scaling! The game is designed for 1080p, but we're looking at ways to upscale for higher resolution monitors and account for different screen sizes)
-Control Customization (And Better Support for Steam Deck/Linux)
We'd eventually like to do controller support too, but that will have to wait until everything else is done, so you can expect that after the full game releases!
-More Consistent Indication of what is and is not interactive
Many players struggled to know what they could interact with! Thus far the cursor changing was our only indicator, so we are making sure that the cursor stays consistent and is always a reliable way to tell, as well as trying to add in a stronger indicator for you!
-Fixing the typesetting display bug that some users are having by ensuring all text complies with basic ASCII format
If you're having some issues with apostrophes, fear not! We are aware of the issue and are working on a fix! This seems to apply to those playing on Proton via Linux.
-Fixing issues with the save system which causes items to seemingly disappear
-Adjusting spawn locations between rooms so that Howard is always on screen after a transition
-General Polish Features and Bug Fixes
There's clearly a lot more left to do than we thought, which is why we're not announcing a release date just yet! Instead, we'd like to announce our expected release window, though please note we are committed to making sure the game runs smoothly and is relatively bug free. Your voices matter and we are so happy you have been bringing these issues to our attention so that we can make sure to take care of them before the full game releases! Thank you for your patience and for your time!! That said, without further delay, here is our expected release window:
That should give us enough time to get the full game ready for you! We care so much about the world and gameplay of The Island of Doctor Morose, and we can't wait to share more with you when the time comes! For now, we need to get back to work and finish squashing these bugs!! Enjoy the demo until November 20, and we'll see you in December!
-Caden 'Octo' Rogers
Game Director for The Island of Doctor Morose
