We'd like to give everyone a huge thank you for the support and feedback from Development Preview #1. This is something we will be continuing! Now, onto the new stuff:
Any information and images are Work In Progress (WIP) and may change drastically before releasing
First up, some Kinetic Games news!
As you may know, Phasmophobia was made solely by DK up until last July. Corey (cjdxn) and Ben (Lavender) then joined the team to help speed up development.
Well, the exciting news is we've just hired another artist, Jack (Skinner)! This will allow us to create maps alongside other content, as well as speed up anything particularly large in scope!
Make sure to give him a big welcome in the Discord!
The main menu's UI is finally getting a full overhaul!
The main goal of this is to make navigation easier, consistent, and more aesthetically pleasing.
The new main-menu's corkboard design
So what's new? As you can see we have the new ID card located in the top right, including a glance at your funds and level, as well as how far from the next level you are!
That's right, weekly challenges will soon be a thing. We will be adding a few with Custom Difficulty and many more with the Progression Update. Completing these challenges will give you a boost in funds, and in the future additional things as well.
An example of a multiplayer lobby
On the new lobby screen, each player will get to cast their vote on which location to play. If the vote is tied between several maps, then the game will randomize between those that were voted on.
Additionally, we'll be adding a 'Random location' choice for those who like some extra excitement! We'll let you wait and see until Custom is released for what that looks like...
Players who aren't the host will see a "View" button instead of a "Change" button for the difficulty options. This means that other players within the lobby can check which custom difficulty settings are being used in the next game!
We loved all of your feedback for the upcoming ID cards and agree that the default card needed some love, so we've adjusted it slightly.
We also wanted to share a preview of Prestige One's badge and design.
And lastly, here's a sneak peek at what you can expect Prestige One's badge to look like on your player character's jacket!
Sunny Meadows is still in development and should be landing with the Custom Difficulty Update soon.
You may have noticed how dark it is inside, this is because many of the abandoned facility's lights have fallen from the ceiling or are broken, adding an extra layer of difficulty to some areas of the map.
The male wing's bathroom and day room door
One of the cleaner experimental treatment rooms, where patients were taken for some interesting treatments. Who knows what's hiding behind the camera...
You'll be happy to hear that a reporting system is finally being created for the game! You will be able to report players, give the reason for the report and post it to us directly through the game. We can then review and take action as necessary.
Hopefully, this will put a large dent into the hackers that some of you have experienced in several public lobbies! This system should also be added as part of the Custom Difficulty update coming soon...
That's it for Development Preview #2. We'll catch you with some more teasers soon!
If you experience any issues or want to give feedback, please join the official Phasmophobia Discord: https://discord.gg/phasmophobia Thanks,
We're going to start experimenting with expanding on our Discord "Dev Previews" by bringing them here on Steam, and ramping them up to the maximum! We'll try to keep these semi-regular and post whenever we have content to show off!
Hopefully, these posts will help break up the larger gaps between content, and let you know what we're up to, as well as keeping you excited for what's to come.
Any information and images are Work In Progress (WIP) and may change drastically before releasing
0.6.2 is just around the corner, and a new ghost has been noted down in our Journals, but some of the information is ruined, what can you make out?
Some of your keen eyes found our sneaky UV teaser left behind by Patient 07, so we thought it was about time to show you that Asylum's "rework" is quite a bit bigger than just removing a few rooms! And it's coming soon...
We're completely rebuilding Asylum from the ground up, making it slightly smaller, with much more diversity and several different themes to help break up the map's visual design.
'Sunny Meadows Mental Institution' is a large facility featuring its' own Yard area, Kitchen, Hospital wing, Morgue and other more experimental areas locked off to only the highest-ranking members of staff.
Here's a few images to get you excited for whats to come...
A peek into one of the many corridors
A squeaky squeaky wheel chair, better hope it doesnt move....
The blazing hot boiler room, keeping the old building cozy
There's plenty still left to be done but we'll be sharing some more information in the coming weeks, so keep your eyes peeled....
As part of our new main menu board, every ghost hunter will have their very own ID card!
Certain roles within the community will receive variations of this ID card, so identifying them in public lobbies will be much easier!
In the future, this also allows us to add ID Card customisation for everyone, linked to the Prestige system (coming with the Progression Update)
Your ID's "Title" will then change depending on your role badge, or your prestige (you'll be able to choose which one to display), here's what we currently have planned:
Roles:
Developer - Ghost Huntin' Director
Discord Team Member- Ghost Huntin' Officer
Official Content Creator - Ghost Huntin' Reporter
Prestiges:
0 - Ghost Huntin' Intern
1 - Ghost Huntin' Recruit
2 - Ghost Huntin' Investigator
3 - Ghost Huntin' Pvt. Investigator
4 - Ghost Huntin' Detective
5 - Ghost Huntin' Technician
6 - Ghost Huntin' Specialist
7 - Ghost Huntin' Analyst
8 - Ghost Huntin' Agent
9 - Ghost Huntin' Operator
10- Ghost Huntin' Commissioner
11 - Ghost Huntin' Commissioner I
12 - Ghost Huntin' Commissioner II
13 - Ghost Huntin' Commissioner III
14 - Ghost Huntin' Commissioner IV
15 - Ghost Huntin' Commissioner V
16 - Ghost Huntin' Commissioner VI
17 - Ghost Huntin' Commissioner VII
18 - Ghost Huntin' Commissioner VIII
19 - Ghost Huntin' Commissioner IX
20 - Ghost Huntin' Commissioner X
That's it for Development Preview #1. Next time we'll be checking out the new Main Menu design, and some more Sunny Meadows goodies. We'll catch you with some more teasers soon!
If you experience any issues or want to give feedback, please join the official Phasmophobia Discord : https://discord.gg/phasmophobia Thanks,
Welcome back ghost hunters, we’ve heard you, and we're working on it!
We want to thank you for your understanding and patience, a completely new system for VR will take some time to get right, but we're getting there with the help of your feedback!
We're still working on things, and will release several more bug fixes as they get completed.
Our first approach to reducing the overuse of door hiding didn't work too well, so we've reverted several doors for better navigation, but given our ghosts a lesson in how to play hide and seek properly!
In the last update, Willow got the full hiding spot treatment, and the other locations were feeling a little left out! We've gone through said locations to adjust, add or remove hiding spots to make them more consistent and reliable:
Ghosts will now always check behind doors during hunts, use at your own risk!
Several doors and light switch positions have been reverted to their pre-VR overhaul position/rotation to help with navigation through rooms
Tanglewood Street House
Added a clutter hiding spot in the Nursery
Added a plywood hiding spot in the basement
Added cooler boxes in the basement that the ghost can leave fingerprints on
Edgefield Street House
Added a locker to the garage
Rotated a closet to stop a safe spot
Ridgeview Road House
The ground floor room layout has been changed
Added an additional locker in the Garage
Added a clutter hiding spot in the ground floor walk-in closet
Added a clutter hiding spot in the Basement
Added a clutter hiding spot in the Living Room
Willow Street House
Added a clutter hiding spot to the Living Room
Added a clutter hiding spot to the Blue Bedroom
The armchair in the Master Bedroom will now move depending on if that spot is blocked or not
The washer/dryer hiding spot has been removed to help better spread out rooms with free spots
Bleasdale Farmhouse
Added a clutter hiding spot in the ground floor Office
Added a clutter hiding spot in the Foyer (behind the grandfather clock) Moved the fuse box spawn to accommodate
Moved the washer and dryer in the Utility Room (and added a blocker)
Moved the room divider in the Master Bedroom
Moved the room divider in the Attic
Moved a cupboard in the Attic
Grafton Farmhouse
Adjusted layout of the ground floor Utility Room
Added a clutter hiding spot in the Utility Room
Added a cupboard hiding spot in the Foyer
Prison
Added a locker to the Entrance Room
Added a locker to the Infirmary
Added a bin hiding spot in the Cafeteria
Added a bin hiding spot upstairs in the Cafeteria
You can now adjust the forward/backward position of your VR Belt in the settings
You can now change where your Journal and Walkie-Talkie are located in the VR settings:
Belt
Shoulder
Adjusted the intensity and range of some lights in Edgefield
All scrollbars in VR have been replaced by up and down buttons
Moved the Tanglewood Utility door from the kitchen to the hallway
Adjusted some materials in Tanglewood
Adjusted the position of the VR journal grab point
The grip force required to grab objects in VR with an Index controller has been reduced
Held items in VR will no longer be dropped if your hand moves too far away
Updated the main journal font to work with more languages instead of using a fallback font
Fixed a bug where the reflections in some areas would be the skybox colour
Fixed a bug where you couldn’t take photos of fingerprints on the patio doors
Fixed a bug where keyboard fingerprints used the wrong texture and were clipping
Fixed a bug where the Obake unique light-switch fingerprint wasn't obvious enough
Fixed a bug where the fingerprints were in the wrong location on the dirty light switches
Fixed an issue where the Truck monitor font was only set up for English localization
Fixed a bug where you couldn't navigate the main menu UI using a gamepad/ controller
Fixed a bug where ghost events and interactions wouldn’t work with the Willow Garage door
Fixed a bug where you could use equipment with right-click when using the journal
Fixed a bug where you couldn't place the equipment on the Tanglewood basement rug
Fixed several safe spots
VR only:
Fixed a bug where DOTS and Motion Sensor were still in the wrong orientation when grabbed
Fixed a bug where you could sometimes hear VR Footstep sounds when you weren’t moving
Fixed a bug where some pianos couldn’t be played
Fixed a bug where you couldn’t grab doors in Asylum and School
Fixed a bug where you could see VR players' belts when they were dead
Fixed a bug where you couldn’t grab objects when you were dead including the Journal
Fixed a bug where you didn’t drop their held items where they died
Fixed a bug where you couldn't see the full death hand animation
Fixed a bug where the VR Journal sounds could be heard from far away
Fixed a bug where you couldn't change players volume slider in the menu in VR
Potential fix for oculus rift S touch controllers not being able to crouch
Fixed a bug where some VR player character models had black eyes
If you experience any issues or want to give feedback, please join the official Phasmophobia Discord: https://discord.gg/phasmophobia Thanks,