Try To Fall Asleep - amberdropgames
Good evening players,

Today we're bringing a new Community Transmission (CT) for September of 2020. This time we decided to do a news post on Steam rather than doing a full video simply because as much as we’d like to make a proper video for the CT, we really want to prioritize all of our efforts on developing the 4th night. We’ll still follow the format of the CT, but in a text format. But don’t worry - we still have gifs and we’ll give answers to your questions!

So without afutherado, let’s dive in the CT #2...

Where’s night 4?

I’d like to start with addressing what’s been going on with the development of the game. We assume that the biggest question after the first CT is - you mentioned a release for night 4 in late July, but it’s September now… What gives? In all honesty, we had too high hopes and I was a bit too optimistic about the release of night 4, so we’re sorry for mentioning that date. But on top of that, we were put in some unfortunate circumstances as well. I don’t want to get into too many details with this, but basically there was a huge issue with our income from Steam. Since we didn’t get any income since May, we weren’t able to commission people for work and even worse, we struggled to pay people for the work that had been done. And because of that, most of my team had to take a slight hiatus from the development. The issue wasn’t anything special, bad or illegal - it was just a small detail that needed to be changed, but in order to do that we had to go through a lot of bureaucracy. But as of late August, everything has been resolved, people have been paid, we can commission people again and everything is more or less back to normal.


What’s the progress on night 4?

As far as the development progress on night 4 goes, I’m happy to report that we’ve achieved the minimum viable product, where the core mechanics and gameplay have been made and you can complete night 4 from start to finish. That said, there still are plenty of things that we need to add, such as a few cutscenes, interactables, some spooks, lore pieces and of course, we still need to polish and playtest the whole thing.
There are times where we’re working on night 4 and we realise that there are things that could be further improved or things that we should add. For example, to tell the backstory about the RL-95 underground facility, originally we had a very simple, traditional approach, where there would be notes/pages spread across the level that the player would pick up and read their contents. We realised that just reading the notes was kinda boring, so we decided to hire a voice actor who would read out the notes and even add a visual element that reflects what’s being read from the notes. This’ll do justice to the backstory that was written for the underground facility, as it is a story that I really enjoyed writing and am quite proud of. But, things like these will considerably increase the development time.
Night 4 is one of our biggest nights in the game and it’s also a big turning point in the story as well. Our goal is to deliver an awesome update with night 4, but in order to do that, we need just a bit more time. However, I don’t feel comfortable putting an estimate on the release, because the last time we did that, we encountered the aforementioned delays and it put a lot of unnecessary pressure on us. Rest assured that everything is going well and night 4 really isn’t that far away. :))

Night 4 Sneak peaks

It wouldn’t be a proper CT if we didn’t bring any sneak peaks of night 4, right? So here are a few gifs of some familiar and brand new locations!

A cinematic at the start of the 4th dream. Where could it possibly be…


Here’s a shot of the improved cave. With some game optimization techniques we were able to make it
look better and add more detail to it as well.


A brand new location in the underground facility.



Q&A

This part of the CT is dedicated to answering questions from the community.

Q: What's probably the most time consuming aspect of development? Is it creating models or animations or events or bug fixing or..? (@GoodBoyKaru from Twitter)

A: It always warrys… I don’t think I can narrow it down to just one thing, but I’d say programming, bug fixing and game mechanic creation can take most of our time and they can also be very unpredictable. With bug fixing, it sometimes can get very challenging to find the cause of the bug and once you fix it, you need to make sure you don’t break anything else.


Q: Where did the idea for the game come from? (@!bigchonky from Discord)

A: It came from personal experience. Ironically, I was never a huge fan of horror movies or games. I used to be one of those people who got easily scared. I vividly remember seeing Paranormal Activity for the first time, and to say the least, that movie messed up a whole summer for me. For many nights, I had trouble falling asleep. It always felt that I was never alone in my room - that someone was standing somewhere in the corner, staring at me, waiting for the right moment to do some kind of harm. There was always a feeling that something weird was about to happen and I was super sensitive to any noise - creaking doors, cat steps, wind noise. Somehow falling asleep, becoming unconscious and leaving myself vulnerable to some kind of an unknown entity felt really scary to me. Fast forward to late 2014 and Five nights at Freddy's games were coming out. I played the first one and yet again, I felt terrified, but this time I was more mature and it wasn’t nearly as bad as it was with Paranormal Activity. FNAF brought a brand new concept to the horror game genre where the player was stationary - you couldn't move from your seat, but you still had to somehow deal with the terrifying animatronics. That sense of powerlessness, struggle being glued to one spot kinda resonated with me, and eventually it clicked in my head one day that falling asleep and struggling with your paranoia was equally if not even more terrifying. And then it naturally progressed from that genesis. Eventually, I even grew to love horror, both movies and games!


Q: Do you consider any other horror game to be an inspiration, like FNAF or Bendy and the ink machine? (@DOUBLEW from Discord)

A: Yes, however, I only got into horror games in my late teens. FNAF of course was one of the biggest inspirations, along with Slenderman, Resident Evil VII, P.T. and the Silent Hill franchise and some of the .EXE games. Besides video games, a lot of inspiration for horror came from movies such as The Shining, The Thing, Paranormal Activity, The Conjuring and The Blair Witch Project. Also, while talking about inspirations, I recently read Junji Ito’s UZUMAKI, which also left an impact on me!


Q: Have you guys ever had to scrap an idea/night because it didn't turn out as planned? (@RK-900 from Discord)

A: In the first 3 nights we never really encountered anything like that. For the 4th we had to dial down what we wanted to do with the dream phase a little, because it got a bit too complex. Nonetheless, it's more of a positive than a negative for the 4th dream phase.

Q: Were there any strategies with optimizing the large levels such as the forest? (@PythonViper14 from Discord)
A: Yes, considering the average specs of a gaming PC, optimizing is still very crucial for a good game. We’re not flawless at it, but over time we’ve gained some experience with it. I think there are 3 key factors for optimization - lighting, meshes with materials and scripts. Each of them require its own approach and optimizing techniques. With lighting, you need to consider what lights can be baked and where you need to see shadows. With meshes you want to reduce the amount of polygons as much as possible, while maintaining the graphical fidelity and optimise materials with mipmaps. And with scripts you need to make sure you’re not making any infinite loops or unnecessarily checking/changing a single or multiple values for every frame. It might warry from engine to engine and some projects might be different from others, but the same logic should apply to everything.


And that’s the end of this CT! Thank you very much for reading it through. Night 4 is coming and I can't wait for you all to finally experience it :))

Good night,
Martin
Try To Fall Asleep - amberdropgames


Welcome to our very first Community Transmission for "Try to Fall Asleep"! An experimental video format, which we would like to do anytime when we have something interesting to share or want to answer some questions from the community. Let us know if you like these types of videos and if we should continue making them!
Try To Fall Asleep - Amberdrop
Good evening,

We had some plans to share more details on the upcoming 4th night of our game this week, but due the current situation in the world, we decided to postpone it to next week. Right now, people who are working towards crucial change need to be heard the most.

All of us at AmberDrop, stand together along side with you against discriminating people of color and unnecessary police brutality.

Stay safe, peaceful, united but don't give into violence. Racism should become a thing of the past.
May 7, 2020
Try To Fall Asleep - Amberdrop
Say hi to OSORE, your next new nightmare and threat in the upcoming 4th night.
Try To Fall Asleep - Amberdrop
Good evening players,

Today we're thrilled to announce that a super great feature is finally coming to the game! Our mission is to create a truly amazing game, and although our work has been already embraced by so many people, we felt like something was still missing... Something that would bring the game to the next level, something that people would fall in love with in and something that would change the gaming industry forever. This feature is so amazing, that it deserves its own edition of the game.

And this new, truly amazing new feature is...


That's right! Snoring has FINALLY been made possible in our "Try to Fall Asleep" game. This is an amazing day in our lives and our team is so proud of it :'))

How does it work?!
When you're trying to fall asleep, now you can press "S" on your keyboard while your eyes are closed and you'll be able to snore in the game!

Normally, such a wonderful feature would be sold for 20$ as a DLC. Some might even go for 60$ as it is that groundbreaking. But we are doing things differently...

The Snoring Edition is free and everyone who bought the standard version gets a free automatic upgrade!

We can not wait for people to get their hands on the new editon of the game. It's going to be amazing!





P.S. April fools ;))
Mar 27, 2020
Try To Fall Asleep - Amberdrop
Good evening,

Today we're releasing a nice update for the game. It comes with a lot of fixes, improvements and minor performance improvements. To clarify, this update does not include the 4th night. That'll be coming in the next major 1.4 update that's due to release sometime in the future.

Until then, lets see what this update has to offer!
General - Falling asleep sequences.
  • Minor lighting improvements.
  • Minor performance improvements.
General - Dreaming sequences
New feature - Smooth flashlight and improved readability
As a part of this new update, we're implementing a smooth feature for the flashlight. Basically, the flashlight's movement won't we identical to the player's camera movement, but it will drag along as the player looks around. In addition to this, we've improved the color and brightness of the flashlight which improves readability and adds more realism.

Dream #1
  • Eliminated a scenario when the player could get stuck in the wall of the "Close the doors" minigame.
  • Increased the amount of doors needed to be opened to win the "Close the doors" minigame by one.
  • Improved the overall performance in the minigames.
  • Visually improved the "Flee to the Exit" minigmaes.
Dream #2
  • Added missing collision detection for the chairs under the Revivel sign in the main lobby, for the chair at the desk and poles.
  • Added an instructive message for going the wrong way in the lab's hallways.
  • Added blood and better sound effects for the ending scene.
  • Adjusted lighting in the main lobby.
Dream #3
  • Fixed a bug which would allow the player to play the audio recorder, multiple times in a row.
  • Slightly adjusted the placement of the UV signs.
  • Fixed an emission property for a lamp without a light source.
  • Adjusted mouse sensitivity.
  • When player spots BURT for the first time, there is a system that will make sure that the border of the window won't obstract the view.
  • Improved the teaser for the next night when completing the 3rd night.

That's it for today folks! At the moment, we don't have anything more to share about night 4 yet. When the right time will come, we'll be sure to share the new info with you first! There is still a lot of work for us to do. And if you haven't already, be sure to check out the teaser for the 4th night!

Goodnight
Try To Fall Asleep - Amberdrop
The Pinetree island has had a huge secret, decaying for years in the dark. Are you ready to discover it? Here's a small teaser for the 4th night...

Night 4, particularly the 4th dreaming sequence, is shaping up to be one of the biggest additions to the game. As we learn on the surface, that going underground is necessary, after years of decay the darkest secret of the island is waiting to be rediscovered. Venture into the dark corridors of the old rotten underground lab, restore power and find what you are looking for. But remember, nightmares are never easy. You might find yourself in unexpected scenarios. And be aware, someone new might be listening in the darkness...

Try To Fall Asleep - Amberdrop
Good evening players,

We have a nice small update coming to the game today. Some of you may have noticed that we silently released a small patch (1.3.1c), so we’ll be covering some of the changes made in that patch as well.

Let’s get into it!

New feature - skip the first half of a completed night.
A lot of you wanted to revisit the dream levels without going through the falling asleep segment. We have added a new option in the night select menu, which will allow you to do just that. After completing the first night, this new option will appear, and based on how many of the nights you’ve completed (have gone through the fall asleep and dreaming segments) you’ll be able to jump right into the dream levels on completed nights. To skip the first half of a night, simply click YES or NO and an >>| icon will pop up below the night buttons indicating in which of them you can skip right to the dream level.


Night phases
After AB has finished talking, he won’t mute himself after keeping your eyes closed for long enough.
Improved the blanket mechanic’s animations and stability. The mechanic won’t bug out when the player is spamming the X key nor will the blanket suddenly come up in rare cases when the player is holding the X key.

Dreaming phases
Dream 1
Added a new texture to the lab’s main floor.
Added a new dialogue sequence with John and Cate after collecting the 3rd fuse.

Dream 2
You can now roam on the watchtower’s stairs more fluently.

Development Update on the 4th Night
Night 4 is shaping up very nicely. There will be many new things and game mechanics both in the falling asleep and dreaming segments of the 4th night. Difficulty gets cranked up quite a bit in the 4th falling asleep phase. There are a lot of cool surprises in the 4th dreaming phase as well. It will certainly be bigger than the 3rd dreaming phase, possibly even bigger than the 2nd dreaming phase. Also, you might run into something that you’ve never seen before. Stay tuned for future updates…

Good night.
Try To Fall Asleep - Amberdrop
Good evening players,

Today we’re releasing a small patch 1.3.1b, which includes a nice batch of fixes and improvements to the whole game. We did silently release another patch last week (patch 1.3.1a) and we’ll cover some of the changes in that patch as well. Without further ado, let’s dive into the details!
Falling asleep sequences
  • Fixed an issue where AB would still be talking when the game will be paused.
  • Fixed a camera shaking issue after using the pause menu.
Dreaming sequences
Overall
  • Sped up the flashlight turning on animation.
  • Fixed an issue where the camera would shake after changing from full screen to windowed mode.
  • Tuned post processing effects in all dream levels.
Dream #1
  • Fixed a critical issue when being jumpscared in the second “Flee to the exit” minigame, the game would freeze.
  • Improved the “Follow the light” easier by adjusting the model of the level to make it easier to spot the lights.
  • Added more catwalks to the “Reach the end‘ mini game for easier maneuverability.
  • Adjusted head bob and footstep sounds in all mini games.
Dream #3
We made it more clear to the player about 3 different scenarios that can happen in the hiding phase. One of the scenarios is when the player succeeds and manages to properly hide and progress in the level.
One of the scenarios was not properly getting triggered. Now, in the case that the player won’t lock all windows and doors in time, there will be a special outcome for that situation.
The third scenario is when the player locks all windows and doors in time, but fails to hide in time. In that case, the player will receive a “too late” message and fall into the inevitable outcome.

Good night!
Try To Fall Asleep - Amberdrop
Good evening,

Today, we’re happy to announce that the 1.3.1 update is finally launching today and as promised, we’re doing another post to sum up everything that’s included in this update.
So, let’s dive in the release notes!

Big features
Graphical update for the Pinetree Island
The whole island has been updated with new models and textures. There are many new details to explore and enjoy throughout the island. The improved island feels more realistic and immersive than before.

Checkpoint system
Added a simple checkpoint system that works in the background and is made exclusively for the dream levels. For the first and second nights, it skips the intro sequences if the player has seen them already. For the 3rd night it skips the intro sequence and the hiding phase, if the player has completed it already.

For more screenshots of the updated island and more details about the checkpoint system, please visit here.
Bug fixes and extra features
Falling asleep Sequence
  • Fixed and issue, where AB thought you were ignoring him, although you did listen to his entire monologue for the night.
  • Fixed an issue where AB would overlap his voice with another sentence.
  • Improved the look of broken glass.
  • Increased the noise amount after opening eyes.

Dreaming Sequences
1st dream
  • Made most of the scare events to be randomly generated. Now they’ll happen based on a randomly generated probability.
  • Reduced the number of doors required to close in order to win the “Close the doors” mini game. Additionally, every time you close the doors, the doors will open more faster each time.
  • Improved “Reach the end” minigame with better manoeuvrability and easier level design.
  • Turned the player 180 degrees at the start of the dream so it’s a bit less confusing where the player came from. Also, interacting with the main entrance doors will make it clearer where the player needs to go.
2nd dream
  • Improved the overall visual design of the game mechanics to be more consistent with the rest of the game.
  • Made the chasing sequences more challenging with faster enemies.
  • Fine tuned the post-processing effects for the chasing sequence to be more pleasant for the eyes.
  • Added an entity.
  • Added a poster about the Pinetree Island.
  • Fixed some camera issues at the end of the level.
  • Filled the 2 huts near the beach with models. Now they serve a function on the island too! (at least when the island was still a functioning resort).
3rd dream
  • Fixed an issue which caused the player to be stuck or unable to use mouse after watching the first intro sequence.
  • Fixed and issue where the player would be able to move camera during a dialogue after completing the hiding phase.
  • Added a shining effect to the keys and some pickable items to make them easier to spot.
  • Added directions for picking up certain important items.

Now that this update has been released in the wild, we’re now diving deep into the 4th night. It will be another challenge for us, but we’re ready for it and can’t wait to surprise you once again. Additionally, we’re working on bringing one final creature to the game. More details to come when the time is right!


Sweet dreams,
Martin


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