Any information and images are Work In Progress (WIP) and may change drastically before releasing
Stepping into 2024 means new beginnings and a new roadmap for the game!
You may notice some changes on the new roadmap, one of which is we've removed any predicted dates for upcoming releases.
Secondly, there's a new section at the bottom of the roadmap. These new features, maps and smaller updates will be pushed live as soon as they are ready, without the need to wait for a major update.
Lastly, you can see that Horror 2.0 will be the last major milestone for the game and the one that takes us out of Early Access. This doesn't mean development for the game will cease, as we'd still like to add more equipment, ghosts and locations after 1.0 finally arrives!
As many of you know, Console was delayed from last year's predicted release date due to several reasons. We're still hard at work trying to get this ready for you eager console players, and it'll arrive as soon as it's ready.
On the other hand, with the delay comes extra changes for console players on day one; the new and improved upcoming Shop experience, the upcoming adjustments to the leveling and equipment tiers, as well as minor balance changes. This will all result in Console players getting the best experience as soon as they receive the game, instead of large portions of gameplay and progression changing just after it releases.
Additionally, when it is released, console players will receive a game that looks and runs better. We plan to implement a large amount of optimizations across the board, which will allow us to keep the game's graphical quality as close to PC as possible.
The next, long-awaited location for Phasmophobia will soon be upon us: Point Hope Lighthouse.
As many of you avid ghost hunters deciphered our clues last year, we thought it was time to give you a sneak peek into how the new location looks.
We originally planned for the lighthouse to come out sooner, but since hiring our first Concept Artist 'Zec', we thought it was best to spend a little extra time making this unique location look extra special. Since then, CJ and Skinner have been hard at work to bring the newly created concepts to life.
Not only does Point Hope feature a new visual theme, but it also offers a widely different gameplay experience, similar to the Campsites. As it's a lighthouse, the rooms are circular and encompass a whole floor. This allows us to create several looping spots and plan hiding spots near or far from staircases forcing players to make a quick decision whilst running from a paranormal attacker.
Below, you can see the maintenance room, as it's near the top of the lighthouse it's quite cramped compared to the living room down at the bottom. The confined space makes for an intensely personal ghost room, not leaving much room for a breather without traversing a staircase.
Next is the main bathroom, it's been refurbished by the newest owners of the lighthouse, but some of the work was not quite finished. A central bathtub with a wooden divider makes for a great looping spot, and the ghost has plenty of toilet roll to throw around while you hunt for evidence.
Looking a little further ahead, Zec has been hard at work with the next two reworks, Bleasdale and Grafton.
We found that while the farmhouses make for good locations, they're incredibly similar visually and in layout. We want to push them further apart by giving each farmhouse its own identity and theme.
Both farmhouses will receive a reasonably sized layout adjustment, with a focus on making the buildings feel more authentic. This means fewer bedrooms/bathrooms and more rooms with purpose for the family that may have lived there.
Grafton, the smaller farmhouse, has seen better days in the new design; floors, ceilings and windows collapsing, furniture broken or covered in sheets ready to be packed and dust and cobwebs covering every nook and cranny.
The twin bedroom has been converted into a large seamstress workshop, full of old mannequins, rolls of cloth and fabric, and drawings scattered amongst the floor. The many clothes rails scattered amongst the floor make great hiding spots and areas to loop ghosts, just don't look the mannequins in the eye...
Bleasdale will receive the opposite treatment; as it is such a large building, we wanted to nudge it closer to the grand mansion-style house it had once been. Rooms will be ornate and cluttered with statues and expensive belongings.
Some rooms have been repurposed, with one bedroom now becoming the owner's collectable room; filled with rare objects from his travels, guns, cultural trinkets and memorabilia filling glass cases. Another bedroom has been converted into the wife's tea room, adorned with doilies, plates painted with cute animals and lots of pink.
Lastly, the attic has had quite the overhaul. The staircase has been moved and the room itself has been split into two parts. The first half is the attic storage, crammed to the brim with barely stable boxes, old furniture and dusty memories. The second half has been inhabited by the couple's granddaughter; a girl that loves the unknown. Her self-converted bedroom is covered with witchy belongings, suspiciously haunting books and dreamcatchers.
The first update from the Roadmap will be next week when we remove the Holiday Event and will include the Lighting changes, new Eye Adaption and Screen Space Global Illumination settings.
That's it for Development Preview #16. 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
Why don't the inhabitants take a break from their rooms and go to the backyard or compete with crows and rats in agility and speed? The Puppeteer reduces the prices of nets and traps, as well as backyard activators by 50%! Hurry up to take advantage of the offer, because it is active only for one day!
How are you doing in this new beautiful year? We’re doing just fine and today we’re back with a new devlog! 🤩 As we’ve already mentioned, outside the village you’ll have plenty of opportunities to interact with your surroundings to acquire items. 🎒 Collecting them will cost you stamina points and some of your findings will be valuable ingredients used in various crafting and cooking recipes. 🥐
Item division: 📝
frequency of appearance
There are four rarities of items appearing in our game:
Common - The most common type of items - They have no unique or extraordinary effects
Uncommon - they appear less frequently than the common items but they’re still fairly easily available - they have more value and have some unique effects - they help to introduce diversity to the gameplay
Rare - valuable collectibles with considerably lower chance of appearance - they present significant upgrades or unique characteristics - a common goal of player’s search during the quests
Epic/collectable - the rarest items in game - they possess the most outstanding characteristics and collector’s value - they often make for a final goal or a reward for hard quests
☀️ Day and night cycle 🌑
We’ve previously said that our game comes with a day and night cycle. This cycle is a great opportunity to introduce some diversity for your exploration expeditions. In our game we present you an opportunity to look for items only available during the night such as fireflies, fluorescent mushrooms or glowing flowers.
Area
During your expeditions you’ll have to pay attention to the areas you explore because different items are possible to find in certain places. After all, you won’t be looking for Chinese Windmill butterflies in the middle of the caves where you could find minerals or ores.
There are also objects you can search in order to find an item drawn from a predefined pool. One of such objects is a pile of sticks where you can collect different beetles and cones.
Hope you’ve enjoyed this devlog. As always we’d love to invite you to join our discord community 👇 and if you want to help our game grow, please consider adding it to your wishlist on Steam.
The New Year has ended, the final week of the "Anomalous Winter" event has started, which means it's time for the third week of twitch drops! Watch live broadcasts of the game "STALCRAFT" and get cool gifts!
In order to receive rewards for watching broadcasts, the first thing you need to do is link your EXBO and Twitch accounts.
🔸 Slightly changed the mechanics of the right shoulder slot for weapons. Now, weapons can only be drawn using the grab function. This is done to prevent accidental drawing of the weapon with the trigger, which led to immediate firing. 🔸 Completed global level optimization. In this update, the stability of all locations in the game has been improved, with an average FPS increase of 10-12 on test helmets Valve Index and Meta Quest Pro.
-Removed unity splash screen -Fixed some bugs in the tutorial -Smoke grenades will no longer explode like a normal grenade outside level bounds -Achievements "Crunchy" & "GET IN MY BELLY!!" will no longer be granted to everyone in an online lobby. -Fixed some weirdness that could happen with the player cursor -Fixed some bugs in collision detection, resulting in Players falling through platforms and warping unto other platforms
Bug: When a drought occurs, ships sailing on the world map disappear. Numerical adjustment: The material capacity of the military camp is increased from 10,000 to 20,000 Bug: When moving unfinished buildings, the problem of repeated consumption of building materials Numerical adjustment: Customize the start, add seeds: sugar cane New features: Added mill, flour, milk, cookies, cakes Optimization: Races that can eat raw food will not be prompted when eating raw food. Bug: The number of carriages that can be transported freely at the same time is limited, causing work to be inactive. Bug: Cancel the problem of logistics soldiers not picking up loot after capturing an enemy. And improve the efficiency of logistics soldiers picking up loot. Optimization: Improve the priority of free transport carriages and pulling goods to the trading desk