Hey all! Blake here, back with another hotfix. I suppose these aren't much of a hotfix anymore considering the update has been out for a week so let's change the name to update. This update focuses on optimization. I've gone through all of the areas of the game where performance seems to drop, and have optimized those sections. We've also done the usual QOL updates, bug fixes, and tweaks. The full change list for this update is below.
Change List:
Added refresh button when in the lobby search tab
Slightly increased Level 2 item spawn rates
Optimized overgrown area in Level 0, eliminating any performance drops
Increased FPS when inside Level 1 storage rooms
Increased Level 37 performance by 10%
Reduced needed shader compilations on initial load of the game
Fixed grainy clouds on Level 4
Soup now gives you sanity
Made Level 6 monster's appearance more random
Doubled the time Chewing Gum lowers sanity drain
Removed railing collision on Level 0 elevator to avoid players floating on them
Disabled DLSS Frame Generation by default as it has some performance issues when getting below 90 FPS
Known issues we are (still) working on:
Instant crashing on some hardware for the first few launches of the game
First off before I say thank you for checking in on another devlog, I have to apologize for being a day late on this one. I have been hard at work really trying to get you guys the most horrifying game I can give. Secondly, I was also very busy on Friday so I didn't have much time to type this, but here I am now!
I will keep it short and sweet and just let you all know that I am planning on releasing a "mini demo" this month that will be a sort of gauge to see how smooth you guys like the gameplay. It will include some very early puzzles and scares, but most importantly will let you guys/galls know the quality I am trying to ship the full game in.
I have plans for the 20th of July, but it could be earlier, could be slightly later. I don't have an exact date because I need to get the Steam verification first.
I will surprise you with what I worked on this week with the demo or next devlog, but until then here is a sneak peak on a puzzle you should be able to find in the demo!
Thanks for tuning in, apologies for the lack luster devlog, but I hope to see you next time playing my demo! Once I fully release the demo, it will also be available on Itch.io, so if you prefer to get it from that platform, be my guest.
- Added highlights to all interactables - Removed placement icon when player has no item to place - Changed the sound of throwing ball inside the Sectors, back to its original - Fixed an issue of binocular losing its function when changing items while looking inside of it
Gamenight is starting now!, today we are doing a public beta test of the Update 40 beta!
To join, right click Murder Miners in Steam, and click "Properties", in the menu that opens go to the "Betas" tab and switch the drop down to the "update40-beta" or "update40-beta-fna" branch.
Join us to ask questions and have fun, the host is Starfy! You can unlock the new Spiral Helmet in Gamenights. Join the Purple "Gamenight" lobby at the top of the list!
Gamenights are hosted every week so stay tuned for more gamenights. Also don't forget to join the Murder Miners Discord to join us in voice chat and say hello!
Added level 3 autosave Door in one of the paintings fixed Tall man appears less often Fixed painting that could not be accessed due to game crashing Fixed Tall Man's behavior One of the achievements now appears on time Doors can no longer be opened with the body, only by running. Fixed non-disappearing model screemer Fixed soft lock on hints