Oct 26, 2023
A Perfect Day - 星星狗
Originated from a Game Jam at the end of 2016 and officially launched in 2018, “A Perfect Day” has been on a journey of more than 7 years. Now, with the release of the console versions, this long journey is about to come to an end. We want to write this article to memorize this journey, and to share our most authentic feelings with you.

CYC told me that on his first day of work, everything was unfamiliar, until a curly-haired, big-eyed guy suddenly came to him and started chatting with him. They hit it off and soon became friends.

It seems that we received the same script. It was 7PM on July 1st, 2019, my third day after graduation and first day of work. When I was ready to leave the office, suddenly, a guy with curly hair and big eyes popped up in the corridor and asked me if I was the new colleague. That was Deng Buran, and that’s how we met.

Thanks to him, I got to know the others quickly. On my third day at work, Deng Buran invited me to lunch with other colleagues, including Old Ge, a cold, distant, seemingly-guarded programmer who looked 20 years older than his actual age and whom I would never have imagined to be shouting out high notes with me on the highway last night, and Keke, cold, distant and seemingly-guarded as well, with the bottom half of her long hair dyed blue, whom I would never have imagined to become my wife’s bestie and be moved out to tears even for their birthday gift exchanging.

For me, that was the start of everything. For Deng Buran, that was when the ending of “A Perfect Day” became clear in his mind. On a scorching noon, he whispered to me about the story. As he reached the last scene of a sudden reverse shot followed by the revelation of everything, I exclaimed with surprise: this idea is so brilliant.

The development went on, and I officially joined the team. Deng Buran would occasionally bring his laptop with the latest game build to Hangzhou to let CYC playtest it. I had heard about CYC’s unique style in game art, like how bizarre yet realistic, sharp yet humorous, self-mocking and ironic it was in the game “Haywire Hospital” to merge various expressions into the visuals of modern disease. Unfortunately, before I joined the team, CYC had already left and started his own studio in Hangzhou, transforming himself into a big shot in costume design.

No longer developing games, CYC kept his ultra-picky taste in games. Deng Buran looked happy every time returned from Hangzhou. Without him saying it, we knew that CYC must have appreciated a game like “A Perfect Day” as well.


Man with glasses on the left: Deng Buran; Man with glasses on the right: CYC

So, what kind of game is “A Perfect Day”? It would be pretentious for us to answer directly. Instead, we know what kind of game we don’t want to make: Deng Buran doesn’t want to make purely toy-like games; Keke doesn’t want to make emotionless games; Old Ge doesn’t want to make bad games (worth pondering); CYC doesn’t want to make games that lack authenticity; I don’t want to make games that cannot “talk” to players. Ultimately, it seems that we all want to make one kind of game—a game that is difficult to make.

Every time CYC met Deng Buran, he could see the slow but steady development of “A Perfect Day”. This stirred his desire to make games again. In February 2022 when “A Perfect Day” was officially launched, he couldn’t sit still anymore after playing its full version. He still wanted to make games, especially one of this kind. As a result, the Heart Department Store he illustrated opened in Zhen’hua, and the Limited Edition was successfully completed with his input.


Poster of the “Heart Department Store” DLC

We are grateful that “A Perfect Day” has been loved by its players, and your love and feedback has strengthened our faith in our belief that a game of this kind can find its own way, that it is worthy of more exploring and refining, and that it possesses endless possibilities.

Keke had once considered continuing her journey of art and promised to join her mentor’s art center for woodcarving after finishing “A Perfect Day”, but in the end broke her promise and teamed up with Old Ge to make “Insomnia: Theater in the Head” (launched late 2022), which serves her milestone to being a producer. Old Ge, after all these years, has gradually become the person opposite to the stereotypical image of a stubborn and rigid programmer who lacks imagination. Instead, he is quite capable of understanding our abstract ideas and quickly carry them out.

As for CYC, he is still making his own games. At this year’s BOOOM Game Jam in October, he formed a team with Old Ge and six other members and developed a game called “DatePlus” (约会普拉斯). This game starts with the final indifferent back view of Ke Yun in “A Perfect Day”, but it on the contrary resists indifference and encourages people to care for each other and establish genuine intimacy—of course, with the usual yet unusual witty and humorous CYC style. “DatePlus” has received a lot of positive feedback, and he wants to continue developing it as well.


“DatePlus”, free to play!

As for the studio, we have been doing the pre-production of our new game and the multi-platform porting of “A Perfect Day”. The mobile version is still under development, and the console versions are now completed and released on PC and console platforms. More work to be done, more challenges to take on, but everything is gradually getting on track. As Deng Buran said, our strength is weak, but we want to be the one who throws out a little stone that creates some ripples or, even better, endless waves that, just like the new waves initiated by film directors in France and Taiwan, ultimately make Chinese games Chinese, and players’ experiences personal. To make games that tell the story of true life and authentic feelings—that’s the path we are pursuing and walking towards you, our players.

On this path, “A Perfect Day” is a perfect start, and now, it is time to move forward.

shapez 2 - Jelle
Hey everyone!

Happy progress blog day! We’ve been working a lot on the visual presentation of Shapez 2. This includes everything from making the game easier to navigate, as well as making the whole factory-building aspect (which is quite important in Shapez 2, I’d say) smoother and a bit faster.

As always, these blogs are bi-weekly! One week, it's all about the progress we made developing the game. Two weeks later, we do a deep dive into one specific mechanic or feature that warrants some explaining. We plan to keep this cadence going until the full release of the game, and probably even after!

While you’re here, make sure you have Shapez 2 wishlisted! Not only does it allow you to stay up to date with the latest know-how on the game, it also gives Shapez 2 a better shot at getting featured by Steam. It would help us out a ton, thanks!

https://store.steampowered.com/app/2162800/shapez_2/

News

Alpha 11

Alpha 11 is available to our Patreon supporters and features all the improvements we mention in this blog, alongside a handful of smaller changes (like bug fixes). These alphas are – as per usual – available for Windows, Mac and Linux systems.



Devlog 012

We’ll first tackle some changes that directly impact how you build your factories. We will then move on to the visual changes that will improve the overall gameplay experience.

Game Design

It's finally here: Introducing the Blueprint Library! While still a work-in-progress, it allows you to save and load blueprints to your heart's content. You can also copy the blueprint to share with others through a simple text message, or dive into your game files to find the Blueprints folder. From here, you can share the blueprint files with others or back them up for later use.

This is just the start of our plans for the Blueprint Library. We'll be adding a bunch of features to organize your library, like folders and customizable icons.

You can now also research discounts for your blueprints that allow you to place the specified amount of buildings free of charge.



We made some changes to the way you connect two space stations to each other using belts. When placing belts, the game will automatically place receivers on station notches for you when you place the catapult. There is now also an indicator for this mechanic to make it more clear.



Deleting one of the outputs of a belt splitter or merger will now automatically remove the left-over connection of the deleted output. So, when deleting an output, a three-way splitter will turn into a two-way splitter and a two-way splitter will turn into a regular belt.



We added some new station platform designs. Have a look!



The shape & fluid patches have been updated with a new potential layout. These changes are accompanied by updated visuals for the fluid patches, as well as the outer walls of fluid and shape miners.




Additionally, a starting map will now spawn resource patches closer to the HUB, lowering the amount of transportation necessary in the early stages of the game.


Visual Updates

A new design for the Full Cutter has been added, and the name for the Full Cutter will just be ‘Cutter’ going forward.



New Halves Swapper design & animations have been added.



The HUB was rotated 90 degrees so the initial camera position now faces north. This should make it easier to get your bearings when starting a new game!

The tunnel entrances and exits are now finally centered! No more throwing shapes through solid walls.



New indicators for mismatched belt directions have been added. We’ve all messed this up before, so now it should be easier to notice when something is off! The current visuals are placeholders and will be changed in the near future.




UI/UX

We’ve been putting a lot of work into updating the UI and UX in the latest Alpha versions. Let’s take you through the highlights!

The icons for the toolbar, all the buildings and some UI elements have been updated in a new style. Thank you to the people in the Discord for your initial feedback on these new visuals!



Additionally, the icon for certain key bindings have been updated to be more readable. For example, the 'SHIFT' key binding is now reflected with a single-family home, the arrow you see on most keyboards.



The Skill Academy we covered in Devlog 010 is now implemented, and will give you quick tips on newly unlocked features. Be sure to read them if you ever run into a skill, uh... issue.



Unlock notifications now display videos of the newly unlocked buildings, which show how they’re used.



Updated placement grid and Layer UX visuals now indicate which layer is selected. This should make it easier to build across multiple layers and keep track of the layers on which you’re building.



The lock indicators are now always shown, so you’ll always know which slots are locked and which ones aren't.



Building descriptions are now shown when selected and are unique per variant. The descriptions for every building and its variants have been updated along with this change.

Several improvements have been made to the main menu and settings page. These improvements include drop-down lists for most settings and clearer key bind settings, as well as a confirmation prompt when leaving the graphic settings page with unsaved changes.




We’re experimenting with hover indicators when hovering buildings or islands. Hovering is the state the building is in when the building is selected but not yet placed. Please let us know your thoughts on these indicators!



Balancing

We’re working on rebalancing various goals to make the progression of the game feel more rewarding. The Tunnels, Chunk Limit 1 and Blueprints have been moved to unlock slightly earlier, while the splitter & merger goal will take more shapes to unlock. Platform and chunk limits have been increased.

Half Swapper and Full Cutter speeds have been changed. For both, you’ll now only need 4 to keep up with a full belt.





And that wraps up everything for this devlog! Be sure to leave your thoughts in the comments, or join the discussions on the Discord server.

https://store.steampowered.com/app/2162800/shapez_2/


We hope you enjoyed reading devlog 012, see you again in two weeks!

~Tobias & the shapez 2 team

Join the community:

Twitter / X YouTube TikTok Discord Reddit Patreon
shapez - Jelle
Hey everyone!

Happy progress blog day! We’ve been working a lot on the visual presentation of Shapez 2. This includes everything from making the game easier to navigate, as well as making the whole factory-building aspect (which is quite important in Shapez 2, I’d say) smoother and a bit faster.

As always, these blogs are bi-weekly! One week, it's all about the progress we made developing the game. Two weeks later, we do a deep dive into one specific mechanic or feature that warrants some explaining. We plan to keep this cadence going until the full release of the game, and probably even after!

While you’re here, make sure you have Shapez 2 wishlisted! Not only does it allow you to stay up to date with the latest know-how on the game, it also gives Shapez 2 a better shot at getting featured by Steam. It would help us out a ton, thanks!

https://store.steampowered.com/app/2162800/shapez_2/

News

Alpha 11

Alpha 11 is available to our Patreon supporters and features all the improvements we mention in this blog, alongside a handful of smaller changes (like bug fixes). These alphas are – as per usual – available for Windows, Mac and Linux systems.



Devlog 012

We’ll first tackle some changes that directly impact how you build your factories. We will then move on to the visual changes that will improve the overall gameplay experience.

Game Design

It's finally here: Introducing the Blueprint Library! While still a work-in-progress, it allows you to save and load blueprints to your heart's content. You can also copy the blueprint to share with others through a simple text message, or dive into your game files to find the Blueprints folder. From here, you can share the blueprint files with others or back them up for later use.

This is just the start of our plans for the Blueprint Library. We'll be adding a bunch of features to organize your library, like folders and customizable icons.

You can now also research discounts for your blueprints that allow you to place the specified amount of buildings free of charge.



We made some changes to the way you connect two space stations to each other using belts. When placing belts, the game will automatically place receivers on station notches for you when you place the catapult. There is now also an indicator for this mechanic to make it more clear.



Deleting one of the outputs of a belt splitter or merger will now automatically remove the left-over connection of the deleted output. So, when deleting an output, a three-way splitter will turn into a two-way splitter and a two-way splitter will turn into a regular belt.



We added some new station platform designs. Have a look!



The shape & fluid patches have been updated with a new potential layout. These changes are accompanied by updated visuals for the fluid patches, as well as the outer walls of fluid and shape miners.




Additionally, a starting map will now spawn resource patches closer to the HUB, lowering the amount of transportation necessary in the early stages of the game.


Visual Updates

A new design for the Full Cutter has been added, and the name for the Full Cutter will just be ‘Cutter’ going forward.



New Halves Swapper design & animations have been added.



The HUB was rotated 90 degrees so the initial camera position now faces north. This should make it easier to get your bearings when starting a new game!

The tunnel entrances and exits are now finally centered! No more throwing shapes through solid walls.



New indicators for mismatched belt directions have been added. We’ve all messed this up before, so now it should be easier to notice when something is off! The current visuals are placeholders and will be changed in the near future.




UI/UX

We’ve been putting a lot of work into updating the UI and UX in the latest Alpha versions. Let’s take you through the highlights!

The icons for the toolbar, all the buildings and some UI elements have been updated in a new style. Thank you to the people in the Discord for your initial feedback on these new visuals!



Additionally, the icon for certain key bindings have been updated to be more readable. For example, the 'SHIFT' key binding is now reflected with a single-family home, the arrow you see on most keyboards.



The Skill Academy we covered in Devlog 010 is now implemented, and will give you quick tips on newly unlocked features. Be sure to read them if you ever run into a skill, uh... issue.



Unlock notifications now display videos of the newly unlocked buildings, which show how they’re used.



Updated placement grid and Layer UX visuals now indicate which layer is selected. This should make it easier to build across multiple layers and keep track of the layers on which you’re building.



The lock indicators are now always shown, so you’ll always know which slots are locked and which ones aren't.



Building descriptions are now shown when selected and are unique per variant. The descriptions for every building and its variants have been updated along with this change.

Several improvements have been made to the main menu and settings page. These improvements include drop-down lists for most settings and clearer key bind settings, as well as a confirmation prompt when leaving the graphic settings page with unsaved changes.




We’re experimenting with hover indicators when hovering buildings or islands. Hovering is the state the building is in when the building is selected but not yet placed. Please let us know your thoughts on these indicators!



Balancing

We’re working on rebalancing various goals to make the progression of the game feel more rewarding. The Tunnels, Chunk Limit 1 and Blueprints have been moved to unlock slightly earlier, while the splitter & merger goal will take more shapes to unlock. Platform and chunk limits have been increased.

Half Swapper and Full Cutter speeds have been changed. For both, you’ll now only need 4 to keep up with a full belt.





And that wraps up everything for this devlog! Be sure to leave your thoughts in the comments, or join the discussions on the Discord server.

https://store.steampowered.com/app/2162800/shapez_2/


We hope you enjoyed reading devlog 012, see you again in two weeks!

~Tobias & the shapez 2 team

Join the community:

Twitter / X YouTube TikTok Discord Reddit Patreon
Legendary Hoplite - Darkfall
Greetings valiant defenders of Ithaca,

A week has passed since the playtest started and we’ve already received a plethora of feedback, ranging from high praise to some extremely constructive criticism, and with such an amazing reaction, it’s only natural that we respond.

So, without further ado, let us dive into what we’ve learned so far, and how we’re addressing the points in our first update.


Balancing
One point that almost every tester has brought up in their feedback was that certain bosses in the first area were simply too hard. This prompted us to have a look at the game and we indeed noticed that the vast majority of testers did not reach chapter 2, and far fewer reached chapter 3.

The culprit of this? The Arachne from chapter 1, episode 10, and to a lesser extent, Ajax the Great from chapter 1, episode 6.



Simply put, these bosses were the epitome of the distinguished title “cheating haxx0r n00b”, or simply put OP. What’s more, when we looked into this, we found that it was almost impossible to defeat them unless you had a set of very specific weapons, all of which had a very low drop rate.

As such, giving these bosses a slight nerf was our number 1 priority, for those that enjoyed the challenge, fret ye not as they will still be worthy advisories, it’s just that they will no longer be impossible to defeat unless you have specific weapons.

A Call to Arms - Chapters 2 and 3
With the aforementioned bosses made easier to manage, we’ve got a special request to make, let us know what you think of chapters 2 and 3

The feedback that we’ve received for Chapter 1 has been amazing and has resulted in a lot of bugfixes, balancing, and general improvements made to the game, however, many of these were specific to Chapter 1.

Therefore, we’re going to be giving some special attention to chapters 2 and 3, and we hope that you who enjoy the game will join in as well!



Bug Fixes
As well as addressing the major issues that we mentioned above, we’re sure that you’ll all be pleased to know that we’ve also worked on correcting a host of bugs. A sample of what we’ve fixed is:
  • Stheno no longer gets stuck at random.
  • You can now parry Sthenos laser.
  • Stheno and Arachne now have a proper death animation
  • The Assassin Satyr should no longer crash the game.
  • An issue preventing players from playing the second half of chapter 3 (due to the map size) has been fixed.
  • Various images were missing in our game’s encyclopedia.
  • And of course, many many more minor bug fixes.

Join the Playtest NOW!
Are you just discovering the Legendary Hoplite and would like to join the playtest? Great, simply contact us via any of the Social Media links at the end of this article, or just hit the “Request Access” button on our store page!

https://store.steampowered.com/app/1479810/Legendary_Hoplite



About Legendary Hoplite
A combination of Action RPG and Tower Defense: slay monsters, find weapons, upgrade your armies, defend your base… Prevent humanity from extinction at the hands of monsters from Greek mythology and ancient tribes. Don't let them cross the gate, commander!

A special feedback form will be made available in-game, but you are welcome to ask your questions here, or on any of our Social Media platforms.

Make sure to follow us here!
⚔ Twitter - https://twitter.com/HopliteGame
⚔ Facebook - https://www.facebook.com/legendaryhoplite
⚔ Discord - https://discord.gg/F9p8CX5TpP
⚔ TikTok - https://www.tiktok.com/@legendaryhoplite

May the gods favor your defenses!

R & P: Prologue - shootinka
Hello Revivers,
in today's update, you'll find:

  • A brand new explanatory video from the game's creator PJ Strnad
  • Early Access release date
  • Release notes on the most important improvements focusing on a better game experience
  • Patch notes about the most crucial game fixe



We're elated to announce that the early access release date is December 5th, 2023 on Steam.



Release Notes:
  • The first tutorial map has been refined with new tooltips and map improvements to provide you with clearer guidance on map objectives. These improvements ensure a smoother entry into the game.
  • Navigating your industrious mutants and golems just got easier. Use the navigation button in the info panel to check if your mutants can reach their desired destination before sending them on their way.
  • The bottom menu now features the all-new Priority Button, a game-changer for job prioritization.
  • We've balanced construction times for buildings, ensuring a more efficient experience.
  • Windmills now display a production curve throughout the day, giving you better insights into their power generation.
  • Manage your power network more easily with a visual representation of connected factories in a light green color. Just click the "Show Power Line" button in the right info panel.
  • Build dams and platforms within sloped terrain.
  • Power slots are now visible after selecting an element from the building menu and inserting a torque rod.
  • Enjoy the serene sounds of birds chirping, as you build your industrial empire.

Patch Notes:
  • We've resolved the issue causing the game to crash after setting catapults.
  • Water now flows as intended.
  • The "You won" sign will now only appear once on maps where you continue playing after achieving victory.
  • The Digging Wheel keeps digging without breaks.
  • The Blacksmith's misplaced warning about missing steel has been corrected.
  • Poplars are now successfully planting their seeds.
  • Ground digging will no longer destroy pipes hidden within.
  • We've polished the visual effects of the Coal Plant's smoke.
  • Stone resources have been refined.



Wishlist the FULL game, please, it will mean the world to us.
►►►Revive & Prosper FULL GAME◄◄◄

If the game is already on your wishlist, consider joining our Discord.
Revive & Prosper Discord

Thank you and happy reviving!
-team
Community Announcements - PONY
We've got a Halloween treat for you! The "Survive: Forgotten and Abandoned" demo is now available during Steam Scream Fest: The Revenge. Join the fun and spookiness!

🎁 Win a Deluxe Copy! Just Comment Below!

During the event, we're giving away 9 deluxe game copies. All you have to do is leave a comment right here. Easy, right?

But that's not all! we're drawing additional winners if you:

🎮 Play the demo.
💖add the game to your wishlist

That's three chances if you complete all three tasks!
{LINK REMOVED}

📢 We're an indie studio, so please consider sharing your experiences on social media and YouTube. Your support means the world to us!

Enjoy the Halloween festivities at Steam Scream Fest: The Revenge with us!🕹️👻🎃
Revive & Prosper - shootinka
Hello Revivers,
in today's update, you'll find:

  • A brand new explanatory video from the game's creator PJ Strnad
  • Early Access release date
  • Release notes on the most important improvements focusing on a better game experience
  • Patch notes about the most crucial game fixe



We're elated to announce that the early access release date is December 5th, 2023 on Steam.



Release Notes:
  • The first tutorial map has been refined with new tooltips and map improvements to provide you with clearer guidance on map objectives. These improvements ensure a smoother entry into the game.
  • Navigating your industrious mutants and golems just got easier. Use the navigation button in the info panel to check if your mutants can reach their desired destination before sending them on their way.
  • The bottom menu now features the all-new Priority Button, a game-changer for job prioritization.
  • We've balanced construction times for buildings, ensuring a more efficient experience.
  • Windmills now display a production curve throughout the day, giving you better insights into their power generation.
  • Manage your power network more easily with a visual representation of connected factories in a light green color. Just click the "Show Power Line" button in the right info panel.
  • Build dams and platforms within sloped terrain.
  • Power slots are now visible after selecting an element from the building menu and inserting a torque rod.
  • Enjoy the serene sounds of birds chirping, as you build your industrial empire.

Patch Notes:
  • We've resolved the issue causing the game to crash after setting catapults.
  • Water now flows as intended.
  • The "You won" sign will now only appear once on maps where you continue playing after achieving victory.
  • The Digging Wheel keeps digging without breaks.
  • The Blacksmith's misplaced warning about missing steel has been corrected.
  • Poplars are now successfully planting their seeds.
  • Ground digging will no longer destroy pipes hidden within.
  • We've polished the visual effects of the Coal Plant's smoke.
  • Stone resources have been refined.



Wishlist the FULL game, please, it will mean the world to us.

If the game is already on your wishlist, consider joining our Discord.
Revive & Prosper Discord

Thank you and happy reviving!
-team
Oct 26, 2023
Red Matter - VerticalRobot
· Revamped controls: Now with proper smooth locomotion
· 4K textures: Increased resolution of textures across the board
· New localization: Italian, German, Japanese, Korean, Portuguese - Brazil, Simplified Chinese
Wartales - Dynamo [Shiro CM]
Wartales v1.0.29435

World
  • Fixed a crash that would occur when starting fights in ruins.
  • Fixed a crash that would occur when loading certain camp confessions.
  • Fixed issue where chest keys wouldn’t be removed from the player’s inventory after succeeding a burglary.
The Outlast Trials - Red Barrels Community Manager
Reagents,
This latest update delves into a substantial amount of changes, enhancements, and new content, many of which are a result of all the feedback we obtained from players throughout Early Access. Here are some of the new features coming in for this major update:
  • Program 4: Courthouse New Trial.
  • New MK-Challenges in Fun Park, Orphanage, and Police Station.
  • Program Geister Halloween Event: Our second limited time event now with new exclusive rewards running October 27th - November 17th.
  • New Cosmetics and decorations - Play Program Geister to unlock themed cosmetics.
  • Weekly Programs: Play through Murkoff’s new Experimental Therapy every week starting after November 17th.
  • New Sleep Room Minigame - Challenge other reagents in a timeless chess battle.
  • Group Finder changes - Find players for the same Trial, and other options.
  • New Prescriptions and Amps - Continue your progression and unlock new Prescription and Amps.
  • New Conclusion - Where will Murkoff send the reborns?
  • New Legendary Outfits - Available for the reborn.
  • Player Reporting tools - New tool to ensure a great experience for all players.
  • Other additions, improvements, balancing, fixes and much more. More details below...
New Program: Courthouse
Vindicate the Guilty
We cannot allow our innocent institutions to be persecuted for their clear guilt. Sabotage the proceedings, silence the witnesses, and revoke the authority of the judge.


  • Two new storylines added! Complete them by finding the evidence documents scattered inside the Trials.
  • New objective gameplay including the acid bucket retrieval, lockbox puzzle rooms, and the introduction of a new objective enemy: the Scapegoat.
  • Utilize the Tracker to pinpoint the elusive Scapegoat, then employ the Microwave Trigger device to... well, let's just say it's not the most pleasant news for its brain! Make sure to keep your eyes peeled to spot clues in your surroundings for help maneuvering the map.


New MK-Challenges

Introducing 3 new MK-Challenges spread across the different Programs.

Drill the Futterman: People are not toys. Stop Mother Gooseberry from making a human Dr. Futterman. Located in Fun Park featuring Gooseberry


Release the Prisoners: Only Murkoff arbitrates justice; free the convicts falsely imprisoned for their conspicuous guilt. Located in Police Station featuring Coyle


Gather the Children of God: Too much mother-love makes a weak child. Gather the children and bring them to the priest for a more strenuous education. Located in Orphanage featuring Gooseberry



Time-Limited Halloween Event “Program Geister


Program Geister is an experimental and convergent hallucinatory therapy designed to amplify unforeseen side effects of the Trials. Program Geister is a limited-time Halloween event that unlocks October 27th and ends November 17th. Throughout this time you will be able to play through select Trial Programs with new variators:
  • Hallucinations?: You see something! Is it the side effects, trauma or something else?
  • No Player Names: Player names are hidden. Total immersion for everyone!
  • More Imposters: More Imposters will be present in the Trial. Watch your back.
  • Enraged Enemies: Enemies are on high alert! Be careful...
Complete the Program Geister storyline by finding the evidence documents scattered inside the Trials.


Geister Token

Acquire 2 Geister exclusive Legendary Outfits and 15+ Geister exclusive character and cell cosmetics using Geister Tokens

Succeeding in the Geister Program Trials is the only way to obtain the Geister Tokens needed to acquire new exclusive outfits, as well as character and cell customizations. You must play Program Geister to unlock these exclusive customization items during the event and you will be able to acquire the items you unlock using Geister Tokens in their respective menus in your cell. These exclusive Geister customization items will be vaulted and won't be able to be acquired once the event ends. Anything you acquired using your Geister Tokens during the event will remain in your inventory.

Introducing Weekly Programs
  • Introducing Weekly Programs, which revolve around thematic Trials and MK-Challenges, delivering fresh experiences.
  • Some Weekly Programs present challenges; consider customizing your loadout to counter variators.
  • Please note that Weekly Programs will be temporarily halted during the presence of Experimental Programs like Program Geister.
  • The inaugural Weekly Program launches on November 17th.
  • We're excited to share that some Weekly Programs are experimental, and we eagerly welcome player feedback to help us fine-tune and enhance your experience with this new game mode. We will be making a feedback chat for them in our 18+ Discord when the Weekly events launch!
Program X and Conclusion Update
  • Program X has been refreshed for all users with a new set of Trials and MK-Challenges.
  • Reagents who complete the therapy may be released into a new international conflict.
  • 2 new Legendary Outfits have been added for the reborn.

New Sleep Room Minigame: Chess
  • Challenge your fellow Reagents to intense matches of the timeless game of Chess right in the sleep room.
  • Other minigame changes:
    • You can now cheer on your fellow Reagents participating in Arm Wrestling matches.
    • The names of the World's Best Arm Wrestling players are proudly engraved on the table.
    • New rating system to track your performance in Arm Wrestling and Chess matches.
    • Enjoy Arm Wrestling and Chess games in the Cafeteria as well.

New System: Performance XP
  • We've introduced a new system that rewards active participation in Trials, catering to various playstyles, whether you prefer taking your time or you're a newcomer. This system also ensures that players who choose not to engage in the Trial face penalties. The new system doesn't reward actions such as rushing to complete objectives, speedrunning the Trial, or outpacing your teammates.
    • Player will now receive XP for their performance during Trials.
    • Player can earn up to 1000xp based on performance/actions during a Trial.
    • First Time Completion XP have been adjusted:
    • Trials now give 1000xp (was 1500xp)
    • MK-Challenges now give 500xp (was 750xp)
  • This adjustment aims to enhance the experience and address the following scenarios:
    • Earn XP based on your contributions, even if you fail a Trial ("F" grade).
    • Encourage replaying previously completed Trials.
    • Penalize players for non-participation in the Trial.

Solo changes
  • As mentioned in our development update, we previously experimented with unlimited respawns. Although it helped solo players complete Trials, it diminished the intensity of dying and removed some of the trademark tension of playing Outlast. As a result, we're reverting to the original 3 chances per Trial. However, we're introducing a new feature: Respawn Pills. Exclusive to solo mode, these pills grant an additional +1 chance. For struggling solo players, discovering these extra lives is now a way to survive in the most challenging Trials.
  • Solo changes:
    • Respawning now restores 75% (was 100%).
    • Reinstated the previous 3 chances/respawns system.
    • New item: Respawn Pills can now be found in a trial. (In solo only)
      • Respawn Pills are extra chances allowing the player to go beyond the normal 3 respawns.
      • They can be found in some Syringe Boxes and Secret Rooms.

Group Finder changes
  • Following community’s feedback, we are testing a new group finder matchmaking system where players have more control based on their preference. Matchmaking wait time might be impacted based on the selection, region, time of day and other elements.
  • Access the matchmaking options via the Group Finder button in the Terminal:
    • Any Trial: You will be matched with players looking for a group (any Trial). Matchmaking time: Quick.
    • Selected Program: You will be matched with players interested in playing any Trial of the selected Program. Matchmaking time: Moderate.
    • Selected Trial: You will be matched with players interested in playing the selected Trial. Matchmaking time: Long.
  • Please be aware that even after joining a group, the leader still has the option to modify the selection before initiating the Trial.
  • We will monitor this change and keep improving ways to play with your friends and strangers.

Player Reporting
  • Players now have the ability to report players for misconduct, including but not limited to bad behavior, exploits, and hacks.
  • Appropriate measures will be taken as needed:
    1. Voice chat privileges may be temporarily revoked.
    2. Game access may be temporarily restricted.
  • Our commitment to fostering a positive community means we will actively monitor and address instances where players intentionally disrupt the experience for others.

Progression
  • Therapy Level cap raised to 56 (was 40).
  • Added Tier 3 Prescriptions (Rx). 7 new prescriptions to acquire. (Visit Barlow to purchase)
  • Added 6 new Amps. (visit Dorris to purchase)

Prescriptions
  • Barlow the pharmacist has new prescriptions available to help reagents in their therapies.
  • Added Tier 3 Prescriptions (Rx):
    • Stamina Recovery: Accelerated stamina recovery.
    • Deep Breaths: Faster recovery from exhaustion.
    • Advanced Regeneration: Health regeneration initiates faster.
    • Revitalize: Fully restore health when revived through syringes or respawns in solo.
    • Projectile Bait: Throw a projectile at a hiding spot to reveal hidden enemies.
    • Medic: Help up and revive teammates faster.
    • Resistance: Break free faster from traps and grappling enemies.
  • All Tier 2 prescriptions are required to unlock Tier 3 category.
Amps
  • Dorris the shadowy dame has restocked its contraband inventory with new amps.
  • New Amps:
    • Recycle: Consumed medicine bottles will become throwable items.
    • Battery Charger: The Night Vision Battery gradually recharges when not in use.
    • Surplus: Start Trials with a random item in your inventory (medicine, antidote, bottle or brick).
    • Lock Breaker: Throw a brick to break open locked containers.
    • Night Crawler: Gain an edge in darkness. Your crouched walking speed is enhanced, and your night vision battery lasts longer.
    • Last Chance: The last enemy strike reduces your health to 1 HP instead of causing death.(Once every 5 minutes)
  • Reworks:
    • Hide and Heal: Heal 1 bracket if you hide shortly after being damaged. Also start health regeneration immediately.
Rigs
  • Engineer Noakes has recalibrated certain Rigs in his workshop after studying how Reagents were utilizing them.
  • Blind Rig:
    • Increased deploy time to 5s (was 3s)
    • With "Deploy Technique" upgrade: 4s (was 2s)
    • Deployed mine lifetime is now unlimited.
    • Placing a new mine will now disable previously placed mines.
  • Stun Rig:
    • Electric Boost Upgrade: Replenish 50% of Night Vision Battery instead of 100%.
    • Increased stun duration to 5s (was 3s).
    • With "Extended Duration" upgrade: 8s (was 5s)

Enemies/AI
  • The Screamer has undergone significant changes. The stun effect has been eliminated, and players who are subject to the scream will experience a brief period of confusion instead. Additionally, both the detection range and the area of effect range have been decreased and fine-tuned.
  • Enemies will exhibit increased leniency in their pursuit, thereby diminishing the likelihood of them miraculously discovering your whereabouts when you attempt to evade detection by breaking visual contact with them.
  • Slightly diminished the AI's sensitivity to footsteps.
  • Increased time between Pusher and Imposter can spawn from Monster Closets. ‘High Density’ variator is unaffected by this.
  • Other various AI improvements and bug fixes.
Additions/Improvements/Balancing
  • New stamina bar display setting available in settings. (Off by default in the Standard Preset)
  • Rig cooldown timer is now displayed on-screen when trying to use the Rig that is under cooldown.
  • Rig icon now displays remaining time for the last 10s of the cooldown timer.
  • Rig icon now displays a visual feedback when cooldown timer ends and become ready to use.
  • A text feedback is now displayed on-screen when the amp’s effect is activated.
  • A text feedback is now displayed on-screen for some Rig Upgrade effects.
  • Cell decorations: Chandelier renamed to Candelabra. (Thanks to player ‘Ubergeek’)
  • The Program Name and Trial Name are now displayed in the Pause Menu.
  • Player’s Loadout is now displayed in the Pause Menu.
  • Player’s loadout is now displayed permanently in the HUD while in the Sleep Room (not in Trials).
    • Player can instantly reach the Loadout screen with a new hotkey while in the Sleep Room.
  • The Terminal screen now showcases the loadouts of all players.
  • Revamped the Badges menu:
    • Badges moved to its own tab. (Access from terminal)
    • Player must now claim badge rewards once completed.
    • Badges counter now display counter beyond “99” (up to 999).
  • Badge completion will now be displayed as a notification during gameplay.
  • Added new Badges (non repeatable)
    • Complete the Exam of Program 1.
    • Complete the Exam of Program 2.
    • Complete the Exam of Program 3.
    • Complete the Exam of Program 4.
    • Complete the Exam of Program X.
  • Updated milestone of some badges:
    • Gotta Go Fast is now 50 (was 100)
    • Bullseye is now 50 (was 100)
    • Bamboozle is now 50 (was 100)
    • Trigger Happy is now 50 (was 100)
    • Anger Issues is now 50 (was 100)
    • Recharged (previously Boost Me Up) is now 50 (was 100)
    • Downed But Not Dead (previously Step On Me Daddy) is now 50 (was 100)
  • Revamped the Records menu:
    • Removed Badges from the Records menu.
    • Added Trials history (see your last 10 Trials results).
  • Rebalanced price of Release Trophies (acquired after reaching a certain releases milestone).
  • Picking up an Evidence Document now leaves an opened document at the pick-up location.
    • This feature enables players to ping the location of the acquired document to their teammates.
  • Revamped the Evidence Document system: Players will now acquire a randomly selected document from the pool of uncollected documents, rather than drawing from the entire document set at random. This adjustment is designed to enhance players' ability to complete all storylines, making the process more straightforward and manageable.
  • All players can now freely enter any cell in the Sleep Room without any restriction.
    • Previously, players encountered an invisible barrier at the entrance of other player cells.
  • Legendary Outfits are now rewarded after completing the Release Protocol instead of completing Program X.
  • New visual feedback is displayed over NPCs icons in the Sleep Room when they need attention from player.
  • An icon/marker is now displayed on the Sleep Room officer when player has enough Release Tokens.
  • Added Gamepad layout selection screen (more layouts will be added in the future).
  • It is now possible to change the Toggle Run option independantly between mouse/keyboard and gamepad.
  • Players will now keep the benefit of Health/Stamina/Battery Boosters for the duration of the Trial, and not lose the benefit after being killed.
  • Added new text notifications when consuming a Health/Stamina/Battery Booster.
  • Added visual feedback on battery bar when under the effect of the Battery Booster.
  • Added visual feedback on stamina bar when under the effect of the Stamina Booster.
  • Quest items (keys, tickets, etc.) are now displayed next to the player’s name (over the head display).
  • Added a new setting to turn off head bouncing.
  • Added a new “low pass filter on high frequency audio (tinnitus)” setting.
  • Increased amount of batteries and medicines in all Trials.

Fixes
  • Fixed navigation issues/bugs in Trials.
  • Fixed an issue where menu prompts were sometimes not working correctly.
  • Fixed an issue where player could sometimes fall out of the map when exiting the Shuttle.
  • Fixed an issue where player could sometimes get stuck in the Pause Menu.
  • Fixed an issue where it was not possible for users to map an action on the middle mouse button.
  • Fixed an issue where it was sometimes difficult to revive a teammate near interactibles objects (ex: doors)
  • Fixed issues with player shadows and player reflexions.
  • Solo: Players will now respawn with activated night vision if the respawn point is in a dark zone.
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