Transliminal: Beyond The Backrooms - Spatial Quotient
I've been absolutely gutted by how badly the game runs on some systems. This is an incremental attempt to make Transliminal run smoother across different PC Configurations. And also to give players more graphical options for water. In my testing I was able to exponentially improve framerates and stability in The Pools by reducing the new Water Quality settings. Also some more little improvements here and there. There's a Control screen that shows all the buttons now too. Also, you can interact with things while holding the Emitter now. But now you have to aim before firing it. Anyways, The following changes have been made to Transliminal: Beyond The Backrooms EA v0.0.9839a:
New Additions
There is now a Water Quality dropdown in the Graphics menu. This replaces the Dynamic Water Setting and allows greater control over the complexity of water effects.
More insanity effects.
Added a screen in the CONTROLS menu that shows the Key Binds.
Death Moths now infest the far areas of The Hotel.
New textures for some assets that had placeholder materials.
More sound effects.
Tweaks & Fixes
The Emitter must now be aimed by holding RMB before firing.
Players can now Interact when the Emitter is equipped but not when aiming.
The Emitter now aligns with the center dot option when aimed.
Unused procedural prefab spawners now destroy themselves when null.
More shadow tweaks
Frontrooms accurate Level 0 Chevron wallpaper
Corrected spelling error in menu
Fixed some stairs that destroyed themselves when you walked on them due to improper validation tags.
Sanity system tutorial stays on the screen longer unless players press interact.
Water trigger from shower is no longer solid.
Fixed issue where speed would be slower after an energy drink wore off.
Smilers are faster
Drained Pool water in Pools Scale Puzzle now disables after fully draining.
Increased thickness of some wall and ceiling props to avoid them floating
Fixed pillars that were spawning twice.
Reduced number of audio sources.
Raised puddles under refrigerators to prevent z-fighting with floors.
Coughs, and Steps are now tracked.
Respirator will not spawn until after several coughs.
Tweaked flashlight shadow bias to prevent banding
Tapes restore sanity at a slightly greater rate.
Fixed voice setting checkmark not having the correct initial state in Audio Menu.
Voice option in Audio Menu renamed to Character Voice for better clarity.
The range that Motherβs Fingers will pursue has been increased.
Fixed level sections that were spawning with incorrect rotations.
π PostApo - Alpha Update 0.2.5 | First Driveable Vehicle! π π’ Survivors, itβs time to hit the road! This update brings the very first drivable vehicle into the game!
π New Feature: First Car Added π β Fully functional vehicle that runs on fuel introduced in the last update. β Seats up to 4 players β explore the Zone together or use it as a mobile survival base! β Fuel system integrated β make sure to keep an eye on your fuel levels, or you'll be left stranded in the wasteland. β Realistic handling and physics β drive carefully, or you might end up as mutant food!
π Whatβs Next? πΉ Expanding the vehicle system β more cars, repairs, and upgrades! πΉ New dangers β mutants and radiation will affect your driving experience. πΉ Further survival mechanics β fuel crafting and vehicle maintenance.
π Thank you for your continued support! The world of PostApo is constantly evolving, and your feedback is crucial in shaping it! π Stay tuned β more exciting content is on the way! π π The PostApo Team π
This update includes several UI improvements and quality-of-life features. Our next update is likely to include finished quality animations for Marv. (Cover image is by our artist Alan, of course).
Brazillian Portuguese Support!
Nearly all text in the game (anc achievements) has been translated to Brazillian Portuguese thanks to hard work by community member Stealph. You can switch languages in the main menu or in Options.
If you encounter an issue with the translation, you can press F8 to report it.
If you are bilingual and want to help translate the game into your native language, join the official Discord to learn more.
Online Matchmaking Improvements
The default button in Online mode is now "Find Match," which lets you wait for players while playing other game modes.
If enough other players are online when you're in the Main Menu, but no lobbies are open, the game will suggest you "Queue Up" and start searching for games. Currently this will trigger if 2+ people are online I may adjust this number upward. (I, the dev, am frequently flagged as in-game while testing the game in the Unity Editor, and I might not see your lobby when I'm doing that)
If a lobby IS open, you will see the "Jump In!" icon instead, like in the last patch.
We hope these additions will make it easier to find games organically. You can always hop in Discord as well.
Replay Takeover
In you turn off a replay's Autoplay, bring up the Strategic View and start clicking input buttons, you can override a player's actions in the replay.
This is currently doable with mouse/touch input only. If this feature is popular we can find some way to do takeover with other input methods, such as by holding another button down.
This feature started out as a bug, originally, but it was cleaned up to behave more consistently.
New In-Game Menu System
Across game ALL modes, the pause and end-of-round menus have been overhauled completely to use a more modular and flexible navigation system, similar to the other, newer menus in the game.
This new system should behave more consistently in general, allows for me to more easily add options and features in the future, and supports translations. The actual functioning of the menus has not changed much, for now.
This is a huge change to an important game system, so it may create new issues that were not caught in testing. If you find a bug, press F8 in-game to report it.
UI and System Changes
If you get a perfect KO in most modes, the announcer will shout "MEGA KNOCKDOWN" instead of "KNOCKDOWN," and the game logo will appear on screen.
Several UI/HUD elements that used images of text now use dynamic text which is more performant and can more easily be localized, such as move lists, the "win" screen at the end of Arcade, the credits, and many more examples.
The "guide" display which comes up when you hold Tab/Select is now mostly glyph-based instead of text-based.
You can now close the pause menu with "resume" instead of having to press pause again.
Dialogue in Arcade now uses a new font which better supports extended characters, but mostly looks the same besides.
When you unlock a new color by beating Arcade with a character, you will now get a popup in the win screen.
Resolved some weirdness with Guide/Pause menu elements sometimes incorrectly appearing over/under other UI elements
The Credits have been reformatted slightly and new names have been added. (The last update was in early 2023!) The total credits roll time is now slightly shorter.
You can now change your first assigned movement or combat action in certain tutorial missions, like you can in other parts of the game.
The Training data panel now looks more like the Tutorial HUD windows. The Training/Tutorial menus now have a green color scheme instead of purple.
In training, the the Manual dummy is now expressly labeled as being controlled by player 2.
Some in-game text fields use new fonts.
The "click to continue" screen which appears if your game launches out of focus has been redesigned slightly.
Gameplay and Balance changes
When two invulnerable attacks collide, they will now "clash" for minor damage and knockback (no knockdown) instead of passing through each other harmlessly. This will occur regardless of frame advantage.
Nils jC now acts like Billy/Paul jC, meaning it now does chip damage and hits "only" one square ahead. (Nils is a new character currently under test. Information on how to access Nils is on the official Discord.)
Nils' Natural Light is now +10 from 2 squares away instead of -10. It's still minus when used point blank. This is meant to improve the reward of connecting with Nils' projectile, and fits better with the flavor that it functions similarly to a "sonic boom."
At the right range, Nils' Natural Light can now hit Jayne's extended limb when Marv uses Vapor Strike. This reflects the intended result of this interaction.
Under-the-Hood and Optimization
Updated the game to the most recent Unity 2021 LTS version, as well as some 3rd party plugins.
In the tutorial, some status checks that were running every frame now only happen once.
Cleaned up some scripts for a very minor performance improvement
The "Submit" action has now been fully decoupled from the left mouse button. This was already the case in most scenes, but it was necessary for the funcitoning for the old menus. This was also causing unwanted behaviour like causing highlighted buttons to trigger if empty parts of the screen are clicked, or clicking a button causing it to fire twice. Note that you can still click buttons as normal. This just fixes "bad stuff."
Removed some unused textures. Thanks to this the game's filesize has gone DOWN by about 15mb compared to the last patch.
Bug Fixes
Fixed an issue related to starting a match when the matchmaking queue connects you to an opponent while you're in another mode.
Fixed a visual glitch with Marv Vapor Strike on player 2 side.
Fixed Marv reacting too slowly to Jayne's extended limb getting hit by PileDebunker
Fixed the tracking of time spent in Training Mode for the achievement (it used to tick too slowly sometimes)
Fixed some strange behaviour in the tutorial where the displayed input choice was sometimes not correct if you changed your inputs, or the opponent's displayed "next move" was incorrect.
Fixed normal mode arcade clear not tracking correctly for some characters
Fixed Nils not tracking Survival Mode/Paul Zone high scores.
Cleaned up some code causing Null Reference Exceptions in rare situations
This week we raid at 70% OFF, to celebrate the couch co-op fest! At $3.89 it's either a cup of coffee, or a once-in-a-lifetime adventure with your couch buddies. Visit lost island, face the danger, gather the gold, build the boat, escape (or not), and test your friendship!
Hello, Super Sketchers! It's been a busy morning here at Wayward Thoughts Interactive! Based on feedback from streamers and players, we've pushed out a few fixes for Super Sketch Bob today to improve playability and stability. The game should now be better than ever before!
As always, if you experience any issues, please let us know by submitting a ticket at support.waywardthoughts.games.
-Reduced game file size by removing all ogg and mp4s, and replacing with webms. -Maybe fixed sound effects not playing after awhile problem (I didn't see it in testing, but send a support request if it still happens!). -Fixed that weird issue where if you tried to jump out of a ledge hang in the opposite direction, you got stuck. -Bob now does a wall kick when jumping out of a ledge hang in the opposite direction. -Fixed options not loading when you die. -Fixed play timer being reset to last saved state when you respawn. -Realigned scorecard costume text. -Changed "object goal" back to "par".