Sep 4, 2015
Bedlam - RedBedlam
Build: 0.9.10.5735
  • Fixed player velocity being incorrectly carried over on level transitions and restarts
  • Fixed Death's Dark Vale becoming uncompleteable when loading a save including a tower with one broken panel
  • Fixed objects with deactivated simplified renderers (e.g. stairs) not triggering footsteps correctly
  • Added interior atmos audio to Planetfire buildings
  • Tweaked placement of music trigger in Out of the Frying Pan, Into the Planetfire
  • Fixed gaps appearing around the edge of the death screen on certain resolutions
  • Fixed some overlapping text in specific localisations
  • Relightmapped Calastria levels
Sep 1, 2015
Bedlam - RedBedlam
Continuing to respond to feedback and hopefully patching more tweaks and additions this week :)
Aug 28, 2015
Bedlam - RedBedlam
Build: 0.9.10.5706
  • Athena will now react verbally to combat situations, when no other dialogue is active
  • Added more impactful audio for player death
  • Melee NPCs now no longer strafe when moving into combat
  • Improved lighting, scenery and terrain across Calastria and Planetfire
  • Fixed some incorrect geometry in the navmesh of the finale of Yes, We're Going There
  • Standardised some inconsistent behaviour with GUI button audio
Aug 24, 2015
Bedlam - RedBedlam
Aiming for another patch this week with further improvements while we wait for the all clear from QA admin.
Aug 21, 2015
Bedlam - RedBedlam
Build: v0.9.10.5689
  • Improved visual impact of player death
  • Many visual improvements to Out of the Frying Pan, into the Planetfire
  • Fixed accidental breaks in navmesh in Yes, We're Going There
  • Player will no longer crouch when exiting the menu using the Back button on gamepad
  • Fixed an exception being thrown in Alive1 when resuming an old save
  • Fixed an issue where music/atmos would be incorrect when exiting the mini-glitch in Alive1
  • V-sync toggle should now display correctly when entering the graphics options menu
  • Prevented picking up of physics objects while standing on them, or airborne, to prevent possible exploits
  • Changed the way the player interacts with held physics objects to make object clipping more unlikely
  • Gamepad settings menu now has an Apply button, to mirror functionality of other menus
Aug 17, 2015
Bedlam - RedBedlam
Aiming for another patch this week with more tweaks and adjustments. Meantime we're finishing up various bits of admin needed for release.
Aug 10, 2015
Bedlam - RedBedlam
Lots of great feedback since our last patch, thank you again ^^
This week we're going to be addressing these items as well as a few more that we'd like to further improve upon from our own testing.
Aug 7, 2015
Bedlam - RedBedlam
Build: 0.9.10.5652
  • Added visual points of reference and collider optimisations to all Death or Glory levels to aid navigation
  • Tweaked and rebaked lightmaps on several levels
  • Fixed missing terrain in Circling the Drain
  • Fixed manual save names being mistakenly truncated to 10 characters
  • Prevented players from crouching under trucks on Death or Glory levels
  • Fixed an audio congestion issue that would occasionally cause dialogue queues to skip
  • Crossbow bolts will no longer distort when attaching to certain objects of non-uniform scale
  • Pressing back during Chapter Select difficulty selection will now only close the difficulty selection overlay
  • Fixed an issue where the player could get stuck on top of the respawn in Chilli Chomper
  • Fist spike unlocked state is now correctly saved in Alive1
  • Player velocity is now restored when saving/loading
  • Fixed bug where player could sometimes enable Back button functionality during a loading screen
  • Player now re-equips previous weapon if enemy body parts disintegrate while being held
  • Player can now equip sticky launcher when ammo is empty, in order to detonate remaining mines
  • Fixed a bug where fist-spiking while picking up a new weapon leaves you with no weapon equipped
  • Fixed unhandled exceptions on floor collapse in The Citadel
  • Fixed floor material not fading out correctly at finale of The Citadel
  • Fixed an issue with gamepad presets
Aug 3, 2015
Bedlam - RedBedlam
We're through the major parts of QA now and awaiting further feedback. Meantime we're working on your suggestions and making some restructuring and graphical enhancements to our larger levels in order to improve navigation and provide more distinctive design touches, these should result in more visual cues to help get your bearings while exploring ^^
Jul 27, 2015
Bedlam - RedBedlam
Another big patch last week addressing a lot of your feedback and including many tweaks suggested by QA. This week we're continuing to add more of these improvements.
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