I've gathered a lot of feedback on the previous demo, and the consensus is that it was still too difficult. I agree, and I've identified that this was not because of the mechanics or the puzzles themselves, but because the progression was too fast.
Demo version 0.4 completely reworks the world puzzles and the overall organization of puzzles. The early experience is now much more representative of the full release. With 30 puzzles, there is more room for tutorial puzzles without sacrificing too much of the post-game bonus content. Don't worry! There are still difficult puzzles and teases of late-game mechanics that come without any on-boarding. It's just that they are now 100% optional.
The full version of the game is coming along nicely, but I wanted to take this detour to update the demo. It's very important that I get as much feedback as possible, and now that the demo is a better representation of the full game, the feedback will be more valuable. Want to join the conversation? Join the discord!
Today, we’ve rolled out a new update with some important fixes to enhance your experience in Psycho. While we’re taking small steps, each one brings us closer to delivering an even more immersive and terrifying game. October is just getting started, and we have plenty of surprises in store for you this month. Stay tuned!
Fixes List:
Inspecting :No more pressing E to make mouse cursor appears. similar to Resident Evil 8 inspecting but without moving the objects only rotating.
Look through ground: Camera stopped going through the ground when killer throw you.
Head Bobbing: Enhance head bobbing while running and walking.
Fixed minor bugs related to item pickup and inventory.
Fixed a missing dlls bug that would cause crashes on launch for some users Added an additional ai faction Performance improvements Changed how targeting works Other miscellaneous bug fixes Added casino Added forge Added alchemical lab Eden changes Reduced the range of melee attacks Reduced bugs with map loading Reduced ram usage
After years of being restrained to only the darkest corners of taverns, those tarot cards are coming to the real world along with a full deck of playing cards styled in the black and white pixels of The Caribbean Sail!
You could read fortunes... or you could play a game of gin rummy, poker, bull***t, scopa, or The Hunt for Davy Jones! -and by Neptune, why stop there? Invent your own card games with the custom suits!
Coins
Swords
Hearts
Skulls
You've never seen a card deck like this and you likely never will again. These won't be none of your cabin boys flat sticky flimsy paper cards neither, nay, I'm having them printed on the air cushioned M32* linen stock that dreams are made from which cardistry experts and magicians would be proud to wield.
Talk like a pirate day 2017 was the initial release date of these piratey pixels and I never thought that I'd still be passionate about making new artwork or pushing content updates all this time later but you keep me motivated.
Thank you kindly for all your support over the years and bringing my dreams to life time and time again. Raise a drink to yourselves lads as we look forward to another year of Caribbean Sailing! - The Captain, Evan Massie
*M32 stock will be stretch goal dependent as minimum prints start at 1,000 decks.
Proletariats, the Cortex has issued an immediate change to the isolation status of our district. Standby for transmission.
Hello! Thank you for your patience, once again, we're back with some more updates to provide as part of v0.3.6, we're very excited to share these changes with you.
Features/Modifications:
New Fate Added: Banker Map: Adjusted Fog Visual: Adjusted post processing. Function: Simplified Cortex stations (Previously Cortex Outposts) Fixed hosting for Mac support Tweak: Buffed pharmastributor payout Tweak: Significantly lowered the price of ads Feature Addition: Capitron 3000 Modification: Credits now reset; are lost on death
Bug Fixes/Optimizations:
Fixed hosting for Mac support Patched ration teleport bug Fixed interaction button order Fixed vending machine quantity display Patched more exploits & small bugs
That's all for now! Thank you for participating in the Closed Alpha testing of Aneurism IV. We'll see you in closed Beta! - discord.gg/vellocet
Tac info updates Now additionally shows certain interactables if they are within a certain distance Now defaults to hold functionality, option for toggling remains in the settings The game should automatically change settings to hold once, after which point you can revert back to toggle
New Keep upgrade: Rangefinder
Updates
Updated hud vfx for being in tac info
Gear menu layout updated
Energize is now toggled on and off, draining Energy over time. New HUD indication when on
Base Static Discharge cooldown reduced to 1.75s (was 3)
Templar Passive: Replaced Static Discharge cooldown reduction with ‘gain 1 Static every 8 seconds’
Templar Conduit perk: Renamed to Static field, shifted 5% of the effectivity to work even while unshielded
Templar T1-1 perk: replaced with ‘while shielded, gain static damage and range’
Templar T2-1 perk: replaced with ‘Passive gains extra static based on movement’
Warden T2-1 perk: replaced with ‘Gaining a resilience stack also gives 0.5 Energy. +10% Energy efficiency while at max stacks’
Warden T2-3 perk: replaced with ‘while resilient, Stunning an enemy has a 25% chance to deal damage’
Vanguard T1-3 perk: replaced with ‘getting a weapon crit grants 10% damage immunity for 3s’
Cavalier Stim Packs perk: Removed cooldown
Cavalier Shadow perk: Increased to 2% per stack (was 1.5%)
Tutorial pop ups now require a short hold to close to help prevent instantly closing them by mistake
Friendly fire updates Friendly fire no longer does shield damage, it just consumes an attacks hit Melee swings now have FF, not dealing damage but using up a ‘hit’ for cleave Friendly fire stat now tracks how many times you hit, instead of damage dealt Friendly fire has been a holdover from a time when KW combat was much more methodical and less chaotic. With the crazy perks and hordes it has become more of an annoyance than a meaningful mechanic. Now friendly fire effectively reduces your damage potential, which I think is a much better direction for KW’s co-op combat style
Fixes
Fixed the order of the first 2 sequential quests
Fixed a minor Sentinel Resolve Aura calculation the aura was providing more %Resolve than intended when multiple were stacked