Any information and images are Work In Progress (WIP) and may change drastically before releasing
Fingerprints have been one of the more reliable evidence types in Phasmophobia. But we felt it could have a few things adjusted to make it feel more immersive, more fun in certain situations (we're looking at you High-School gym...), and more interactive.
Firstly, we've renamed 'Fingerprints' to 'Ultraviolet'. The main reason was to address getting Fingerprints in some of those more open areas that are really frustrating for players. If your ghost refused to move somewhere with doors or other interactables, you might never get that Evidence!
To remedy this, if a ghost steps into a Salt Pile* it will now only show Footprints if it has Ultraviolet Evidence! Non 'Ultraviolet' ghosts will still step in the pile and give you the initial photo, and Wraiths will still never step in the pile.
Next, we found that taking photos of Fingerprints and Footprints never made much sense. You would see the print with your UV light, put it away, then proceed to take a photo of nothing.
With Progression 2.0, we've added UV charging:
When shining a UV light onto Fingerprints or Footprints, you will still see it straight away, but additionally, the light will charge up the print. After putting your UV light away, the print will stay visible for a short period (depending on how long you charged it for), allowing you to take a photo**!
Tier I is the Glowstick, after snapping it to turn it on, it projects a short-range area light that lasts around one minute before dimming***.
Tier II is a UV Flashlight with a brighter, longer range, narrow spotlight, boasting a much faster UV charge time!
Tier III is the UV Light Pro, a chunky flashlight that has a much brighter and wider cone of light, as well as an even quicker charge time! Perfect for locating Ultraviolet Evidence quickly on a larger scale!
*Salt Piles will also be getting some neat new features which you'll have to wait and see for yourself soon. What could they be?
**This also fixes the major issue of trying to sell off your blank photos to Ghost Huntin' Distribution and expecting reasonable payment!
***You can always give it another shake to give it some extra life!
That's it for Development Preview #11. 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
Just a quick and short update that we are all super happy about! The exclusive first review of Planet of Lana is now out in Edge Magazine - and they rated it 9/10:
"Wishfully masterfully conducts the emotional highs and lows of a planetary odyssey..."
The whole team is bubbling with excitement to show you all the love and hard work we've put into this adventure! It won't be long now, friends - May 23 is just around the corner! ːsteamhappyː
We are counting the days until the release! Adam & the Planet of Lana Team
With the Godot 4.1 release on the horizon, contributors have been hard at work on major and exciting improvements to the engine. But we appreciate that many of you would like to have your experience a little less exciting and a bit more stable when using Godot 4 in production. To that end, we try to backport as many useful fixes as we can to improve your workflows, and the new Godot 4.0.3 release is the result of these efforts.
Almost every area was touched upon with bugfixes and stability improvements. This includes multiple crashes and glitches eliminated in constructive solid geometry (CSG), GDScript language server, importing of assets, and all things related to rendering and visuals. Several reported platform-specific crashes and freezes were addressed, especially on Android and Windows. And of course there were improvements to the overall user experience and documentation. The latter received a massive bump in completeness thanks to a serious effort from Calinou, who updated a lot of descriptions in the rendering API.
Note: We forgot to post updates here when uploading the previous 4.0.1 and 4.0.2 maintenance releases – see their respective blog posts (4.0.1, 4.0.2) for details.
- Fixed various bugs and UI glitches. - Fixed saved file unable to load error. - Added new gizmo for imported 3D models. - Added Asian weapons (Advanced Mannequin DLC), Added Japanese doors and interior props (Ancient DLC) and mecha components (Sci-fi DLC). - Added type B mannequins (base app and Advance Mannequin DLC). - 2D Tool Kit DLC - now you can add images to your background. - 2D Tool Kit DLC - reference browser now supports transparent images. - Mac version - now you just need to press "Delete" key to delete objects, instead of using "FN + Delete". - Mac version - previously uses "Ctr" key now changed to "Cmd".
Added a Season framework and introduced reset rules to the sandbox and multiple systems. Settlement will be conducted on a seasonal basis, while the Season Shop will be opened. For more details about Season, please stay tuned to following announcements in our official communities.
2. Hero
1. Expanded the number of Heroes to over 110, including 15 newly added Legendary Heroes and 10 new Epic Heroes. 2. Optimized Hero display interface. Labels of Hero Base have been added in order to provide players with guidance on the development direction before they start. 3. Optimized the visual effects and skill animations of existing Heroes, enhanced details of their appearance. 4. Added an upgrade system for Elemental Affinity. Players may further their adventure and explore Adenthia to obtain upgrade materials, and then upgrade Elemental Affinity in "Psychicore". 5. Added Hero Biography feature. Achieve specified conditions to unlock Hero Biography and delve into each Hero's unique experiences. 6. Added an optional Player Character image of Half-Elf origin.
3. Dungeon and Stage
1. Adjusted the design of dungeons for Improvement and Equipment materials. Bosses' appearance and skills are now revamped anew, while difficulty and fun have been well balanced. 2. Adjusted the design of EXP dungeon. The former Lost Fortress has been updated to Goblin Lair. Difficulty and fun have now been well balanced. 3. Optimized the gameplay of Infinite Labyrinth, iterated its stage structure, and greatly enhanced its play experience and interface interaction. 4. Added a new mode — Pillar of Trial. Each Pillar of Trial can only be challenged by deploying Heroes of a specified Element. Clear Pillar of Trial to obtain handsome rewards. 5. Added a multiplayer co-op stage on the sandbox map — Outer Chaos Rift. Call on your friends, crusade in collaboration, and relish the distinctive delight of combat strategy in a multiplayer dungeon. 6. Added Tutorial Stages. Players can complete a series of challenges using designated Heroes to familiarize themselves with pre-battle deployment, Hero selection, monster skills and other battle-related techniques. 7. Added an option to challenge NPCs. Certain NPCs can be challenged and will yield handsome rewards when you defeat them. 8. Added new scene components and monsters, rendering battles more delightful on the aspect of strategy.
〓Other New Content〓
1. Added Alliance system. Alliance members may collaborate with each other in completing Alliance Commissions, and claiming generous rewards in the Sparkle Tournament held every two weeks by the Three Ears Brotherhood. 2. Added a simultaneous PVP mode — Champion Arena. It is open during a specific period each day, and rewards will be settled weekly based on Rank. 3. Added new Equipment items and Artifacts, adjusted the Set Attributes and Artifact Skills of certain existing items. 4. Added Drilling Ground at Camp. Players can freely build Hero combinations in simulation battles to test their performance in battles, or invite their friends into a friendly sparring. 5. Added new Side Quests to Nytheria and South Adenthia, adjusted and optimized certain Main Quests. 6. Added a Share feature. Fulfill specified conditions to unlock this feature and share memorable pictures or videos to Facebook or TikTok. 7. Added a multilingual chat channel. On this channel, players can share information on their Equipment and Heroes with each other and thus exchange strategies of their own builds or simply show off their franchise Heroes! 8. Added an event preview feature, allowing players to take a glimpse of all important events in the current Season in advance. 9. Added 6 in-game languages: German, French, Russian, Japanese, Korean, Traditional Chinese.
〓Optimization and Adjustment〓
1. Adjusted Journey Level and the EXP required for upgrade. The current maximum Journey Level has been adjusted to Lv.50. 2. Optimized certain UI interaction designs, conforming to the overall style so as to enhance player experience. 3. Adjusted the beginner chapter and the one after character customization, deeply optimized the pace of the early game. 4. Optimized the visuals of battle, fixed the model overlap between giant Bosses and other objects, and adjusted the display logic of Ultimate Skill animations. 5. Optimized the reverb effects of certain indoor scenes and the sound effects of certain interfaces. 6. Optimized the visuals of certain scenes. 7. Adjusted the categories, names, introductions and quick acquisition of certain items. 8. Optimized the form of interaction and quest logic of certain events.