Thank you for playing our demo of Riven! Here is a list of information about the current build you are on that you should know about.
Windows (including Steam Deck)/Mac build number: e3549-p25334
You can find the build number above in the Options → Help section of the menu.
Fixes/changes made a part of this new build on June 20th
Major
(Mac only) MetalFX has received an approximately 10%+ improvement to performance and is now the default supersampling method on Mac.
Fixed an issue where you could not re-read a book once read all the way through.
Fixed an issue with the trap book disappearing during a sequence when it should not.
Minor
Improved the appearance of some characters in the game.
Improved some animations of characters in the game.
Improved contact shadows in the game.
Improved the appearance of the stroboscopes.
Patched some instances where the player might want to mess with their satchel during a sequence where their satchel is needed.
Improved audio occlusion in some areas.
Modified some visibility regions to make some areas visible sooner.
Added a trap book panel material that is shown while you are in the trap book.
Fix for a dagger disappearing in the lever on Temple Island under certain circumstances.
Added some agave plants to Temple Island.
Fixed some tooltip text showing up overlapped at 4K and above resolutions.
Fixed the player being allowed to look away from the trap book window.
Fixed some typos in D’ni script in the gate room on Temple Island.
Adjusted the audio attenuation of earthquakes in the game.
Updated the appearance of the beetles in the gate room.
Updated the linking book window material so that it will animate with earthquakes that happen in the game.
(Mac only) Improved screenshot timing so that images will not show up black in some cases.
Fix for too low (or too high) of an FOV setting being respected on startup of the game if folks manually manipulate their user settings file.
Fixed a seam in the skydome.
Fix for some books hunting down the player if they click on a book and then run away.
Fixed journal pages not earth-quaking with everything else.
The player can now no longer zoom while linking.
Updated some UI localization.
Updated the appearance of some of the cliffs on Temple Island.
Disabled the Brightness adjustment setting if you have HDR enabled.
Fixed a visual “pop” that could occur when entering a trap book sequence.
Adjusted the default gamma setting bias.
Adjusted timing on sounds during trap book sequences.
Existing considerations
Character animation & lighting is still being improved for launch day
If you are experiencing a crash on startup, and if you have a customized or older VR setup with options you can’t recall whether or not you’ve turned on or off, please disable the “motion compensation layer” in your OpenXR backend settings. Yes, this applies to the game running in 2D mode as well. This appears to be an engine bug prevalent in our version of Unreal.
-This update brings an end to many of the janky aspects and a lot of stability in Open Mod! One more note to this to avoid confusion, this update was published, then undone due to a game-breaking issue and now that the issue has been fixed the update was published back!
Fixes:
-fixed a major game-breaking issue where if one player had their hand on a door knob, and then someone else would come and interact with the same door knob, then the first player would not unreach the door knob but would be stuck with their hand on the door knob, the game thinking they are still interacting with it. Same was for the case where if someone interacted with the door knob, then some other player leg kicked the door, the first guy would be left handing with the hand in the air, the game thinking they are still interacting with it. This has now been fixed and whenever someone else interacts with an interactable object that we are interacting with, we will uninteract that object.
-fixed an issue in Elimination game mode where the bots would just walk outside the zone and die
-fixed an issue where the weapon sway would be too intense if the mouse sensitivity was too low, causing and advantage for players that higher sensitivities since the weapon sway would be less intense for those players. Now it’s direct proportional with sensitivity.
-fixed an issue where in some cases when the player wanted to aim down sight, the gun would do some snappy unpleasant movement
-fixed an issue where if the player reloaded while sprinting, after the reload ended the weapon would move weirdly to the left
-fixed an issue where the player could sprint crouched for about 1 second after being crouched and started sprinting in some specific collision cases
-fixed an issue where sometimes the sprint switch (from weapon up sprint to normal sprint) animations would be done while the player was aiming, causing a junky, unpleasant movement
-same as above but for the secondary idle animation switch
-fixed an issue where the cursor would not appear at the endgame victory screen of Extraction, causing the player to be stuck there, unable to click disconnect button.
-fixed an issue where if the player was aiming down sight and the sight would be canted then the elbow of the player would go inside the body, looking junky
-fixed a big issue where the network would not give players ownership randomly, causing them to not be able to move in the lobby after they joined a room, and other players in the lobby would not see them. Only fix was to rejoin the room, now it doesn’t happen anymore.
-fixed an issue where the C4 could not be destroyed by bullets or other grenades. This stopped working a while ago
-fixed an issue where the C4 would stretch if it was throwed on the spawn blockers in the pre-round time in a respawning game mode
-fixed another issue where the C4 could still be randomly mispositioned in hand after some actions, in some specific rare cases
-fixed an issue where if the player interacted with one of the new doors or buttons or any other new interactable object then the c4 would be left hanging in air instead of being hidden
-fixed an issue where the silencer was sometimes became smaller or bigger while toggling on/off or during sprinting
-fixed an issue where if the player spammed the silencer on/off toggle then the silencer would not show in the player’s hand while the toggle on/off animation ran
Added/Changed:
-increased the leaning speed by 15% due to feedback
-massive addition to the gameplay mechanics regarding leaning, sprinting and aiming. We got rid of the janky transitions between leaning while aiming down sight and aiming down sight without leaning. Now the player can see through the sights while switching from leaning left to right, or from leaning to not leaning, unlike before where there would be a janky transition. The game should feel much less janky now
-due to the above revamping we’ve also increased all aiming in times to all attachments by 0.1s, to look smoother and less instant/clunky, especially for sights that had aim in time 0.12s to 0.2s
-added a heating effect to the muzzle attachments such as suppressors, muzzle breaks or flash hiders. This effect is designed to be noticeable right now, less than being realistic. This means you will see it pretty often right after shooting a weapon on full auto for a little time, not only if you shot 5 magazines straight. We will decrease the effect intensity in time but right now we believe it’s a cool addition like this.
-added a new highlighted message on screen in the dashboard letting the player know that if they come in Open Mod DIscord they could find a redeemable store key with some free weapon and attachment skins!
-added a red text when Xsolla servers are down notifying the player of this matter and that they should try later. This was done because we’ve encountered this issue when for 15 minutes Xsolla servers were down and the player was not notified in any way, they would be stuck in the first login menu (with the OM emblem not loading anything, just hanging there without knowing what is happening)
-disabled the depth of field entirely for any sights, since it was annoying and not looking how we want to. We will rework this in the future
-made the secondary idle weapon animation (resting idle) type sync across the network. Previously if we had selected “weapon up” for example then that animation would play for every player in our scene, now they sync properly, every player will have their representing resting idle animation.
-same goes for the toggle of it, if someone has it disabled in their settings then there will be no resting animation for that player only, instead of if we had it disabled then all players in our scene would not play it.
-same goes for the secondary sprint animation (weapon up sprint or normal sprint), they would previously be randomly toggled but now they sync properly and the way you sprint on your screen it will sync to others as well
-removed bot joined message from the chat because it was cluttering the chat too much. Instead we only add one message saying "server fills with bots" if bots are enabled, this message will be displayed only once before game starts
-decreased the speed of the player when interacting with a door because the precision of opening the door was not good enough, now the opening can be done more smoothly and the player will also not clip through the door if they go in too hard
-pushed the multiplayer version up to avoid unwanted mismatches. This means that players who didn’t update to the latest version will not see lobbies created by players who updated and the other way around
This features a series of hotfix updates that are live now on all platforms.
If they haven't automatically updated, please close your game and update manually using the dedicated platform service.
Sker Ritual Patch v.1.0.2 - Hotfixes 20/06/2024
NEWLY ADDED - Added the ability to vote to decide to finish the game, increase and decrease the difficulty - Added the ability pause the game as the host in private games
BUG FIXES & IMPROVEMENTS - Decreased the minimum spawn rate to 0.875 seconds - Improvements in shooting netcode - Fixed an issue causing the searching players UI to break - Fixed an issue causing the name of a disconnected player's revive pickup to stay
PS5 ONLY UPDATES - Fixed an issue causing names of players from other platforms to not appear - Fixed an issue causing crossplay to be unavailable when you launch the game for the first time
We would like to give a big thank you for your patience in waiting for this patch! We also look forward to bringing you more content over the next couple of months.
-Major optimizations to puzzle panel interactions (please report if you find bugs!) -Endgame and Bonus areas have now been properly integrated into the new more optimized culling system -Fixed some small graphical bugs around area culling being too slow -Fixed a bug where the last object in the list for area would sometimes not be culled/de-culled -Fixed a small bug where tile marking tutorial graphics would be glitched
I'm very happy to announce that all of you are very soon able to test out the game's free Alpha demo. I'm currently still finishing up the details, so you can expect the release of the Alpha demo at the beginning of next week!
Be sure to join our Discord server for more infos on that!
This update managed to break the weekly streak of content updates, but I hope that what it entails might help explain that decision :D For future changes and additions that seem simple on the surface, like enabling all games to be played in any order, or adding little objects that can be discovered and reveal the Ghost's backstory, the game needed a deeper restructure of central systems and addition of missing ones. Which leads us straight to the headlines:
Headlines:
Journal: Where you would usually find your Pause Menu, you will now find a journal! This journal features several pages that can be flipped between, one for Settings, one for Quests, and 2 more for upcoming content that you can already see hinted at. :)
Quests: You will (hopefully) never feel lost again as there are Popups and Journal Entries for your current progression through the Main Quests. This will become especially useful as more and more objectives get added, and the progression becomes non-linear. Roads that desperately needed to be paved. :)
Interactive Dialogue: The dialogue system has been restructured from the ground up, allowing for up to 3 Player Choices for responses at select moments. This allows the dialogue to branch into separate sub trees, and while you can already experience it right now, it will significantly flourish tied to the Relationship System in future Updates.
Quality of life:
You can us e the D-Pad to play the Arcade Games now.
You can interact both with the East Face Button as well as the South Face Button now. On KBM, you can either use E or Enter.
The framerate used to be capped to 60. That cap is gone now!
There is a friendly disclaimer provided by the Ghost upon starting the game now, clarifying that due to this being an Early Access, contents are subject to change!
I know that some people have been asking for the ability of inverting the y-axis, and it is on my to-do list! I sadly did not get to it yet.
Bugfixes:
Quitting out of the Jumping Witch game used to lead the camera back to Drama Llama instead of the player position - no more!
Talking to the Ghost after the 1st and beore the 2nd game made the camera face the roof instead of the Ghost - no more!
Some select players managed to either get stuck in dialogue or accidentally skip the last game entirely - no more! (hopefully lol)
I know there are always plenty more glitches and exploits to fix, and we will continue to do so! :D Thank you to everyone who reports them and puts them on our list.
Finally, rest assured that we are currently holding back content as we are knees deep into all of the 4 upcoming Arcade Games. We want to deliver a complete experience of all 3 phases of the games in a polished state before releasing them to the public.