As you've all been enjoying the development previews so much. We thought we'd drop you another one.
Any information and images are Work In Progress (WIP) and may change drastically before releasing
Dknighter's been smashing through the next minor update: v0.6.2. This update will include the two new ghosts, the new truck design, and layout, as well as a brand new voice recognition system!
The second of our new ghosts have finally decided to start revealing itself, but what does it mean?
With the new Main Menu UI, we're changing the way that players create lobbies.
Players will now create public and private lobbies from the same screen, and have a couple of new options!
You can decide the maximum player limit for your games, if you're only feeling like playing duos today, you can!
Lastly, the new lobby selection screen will have a new filter for what language players speak, this allows players to specify the primary language that will be used in those games! This is optional, and you can also set this option to "any" if you want to.
Sunny Meadows is slowly being populated with lots of brand new assets. This week cjdxn has been creating some horrible torture tools for use in the restricted area. Who knows what you might find down there...
Some patients were lucky enough to get their dental work done for free, even if not by choice.
If you're lucky enough to be chosen, you may be taken for a checkup, or something even "better".
A few of the "doctors" at Sunny Meadows have some interesting ways of trying to "cure the sick"
The custom difficulty update is well underway, and development is going well! Recently, Lavender set up the ability to toggle between your Role theme and your Prestige theme and hide your role badge completely, but only if you want, of course.
We saw lots of concerns about how this system may be abused, or ignored, and we want to calm any woes you may have!
Skinner's been hard at work getting the back-end of our new report system working so that we can view reports, bans, use filters, and more. This will allow us, and some of the Discord team, to view reports most optimally, and ban players accordingly. No one will be banned because a lobby of players decided to troll and report someone for being bad at the game.
Ban durations will be tiered depending on offenses, so you won't be banned permanently for something lower on the offense scale. However, repeat offenses will increase your ban duration, as well as ultimately end up in a perma-ban from multiplayer lobbies (including private games).
Finally, we'll be adding an in-game 'Recent Players' page to the journal, so that if you're kicked from a hacker's lobby, you can still report that player.
A look at the in-game UI for reporting players
That's it for Development Preview #3. 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'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,