Hi all. There is a new update for Dead of Darkness. There was one game breaking bug that would cause Olivia to lose all items from her inventory and itemchest during a switch from Olivia to Miles. This was reported to me two times. The bad thing about this bug is that you will only notice it ~1 hour after it happened. Should you have run into this issue, please reach out to me either on Discord or contact[ at ]retrofictiongames[ dot ]com, so that we can see if I can help you fix your save game. More details below:
Fixed a bug where the game could crash in the bar in Graham Manor when accidentally clicking with the mouse on a invisible debugging trigger area in the outer frame of the room
Fixed a bug where skipping the St. Albion sequence AFTER Olivia gave Miles the injection could cause Olivias data to be erased (inventory, itemchest etc.)
Fixed a bug where blood pools were visible on the floor during the cutscenes in the wellspring in which the spike traps were deactivated, in case the player was suffering from the bleed status
Fixed a bug where painkillers didn't spawn on the desk in Graham Memorial when skipping the dialogue with the nurse
Fixed a bug where ghouls didn't reach the player in a room in Graham Manor 2F
Build a level with a maximum width of 3 blocks!! (3 1x1 blocks wide)
Looking for ideas? How about creating a side-scroller inspired level; playing with verticality; or a twisting course down a gentle slope.
CHANGES TO THEME RULES (17th Feb 2025)
Due to confusion amongst the community regarding the ability to change the direction of the track (as shown in the example track layout shown here on the 16th of Feb). We held an open vote to gather your opinions on how to proceed with this theme's contest and received 86 votes.
47% preferred to remove the ability to change the direction of the 3-wide track from the theme rules. 10% preferred to allow only 1 change in direction (e.g a single 90 degree change like the previous L-shaped example track layout) and 43% preferred to keep the original rules of allowing any number of direction changes.
[h4]Previous Theme Rule[/h4]
Level MUST be no wider than 3 blocks (3 unscaled 1x1 blocks wide). The level does not need to be a straight line, but must maintain the maximum width throughout, for example your track can change directions on a 45deg/90deg angle (or any other angle/curve)
[h4]New Theme Rule[/h4]
Level MUST be no wider than 3 blocks (3 unscaled 1x1 blocks wide on the default 16 grid scale) in the same continuous direction.
The level does not need to be 3 blocks wide the entire time - it can be as narrow as you need.
The level can have jumps - it does not need to be an unbroken straight line.
If you have any questions, feel free to ask them in the discussion thread of this news post!
SEASON 6 CHANGES
We've made a few tweaks to the level contests for Season 6:
Adjusted the baseline maximum author time to 60 seconds (reduced from 75 seconds)
Adjusted the required checkpoints to 3 checkpoints (increased from 2 checkpoints)
DEADLINE
Your track should be complete and submitted by Sunday, 9th March 2025 at 18:00 GMT
Submissions will be combined into a single workshop item after the deadline above
SUBMISSION RULES
You can only submit one level (you can modify or replace your submission as much as you like until the deadline)
Level collaborations are permitted (Maximum of 3 players per level. This counts as a level submission for each individual creator. Please name/mention collaborators when submitting)
Level author name MUST contain the submitters' Steam (or Discord) username
The name of the level MUST start with "ZSL - " (e.g "ZSL - My Level")
THEME RULES
Level MUST be no wider than 3 blocks (3 unscaled 1x1 blocks wide on the default 16 grid scale) in the same continuous direction.
Level MUST have all decoration placed within the 3 block wide restriction.
The level does not need to be 3 blocks wide the entire time - it can be as narrow as you need.
The level can have jumps - it does not need to be a continuous straight line.
LEVEL RULES
Scaling track pieces is permitted (but the maximum width is 3 unscaled 1x1 blocks)
Level MUST follow any theme requirements set above
Level MUST be under 4000 blocks
Level MUST have an author time above 20 seconds
Level MUST have an author time under 60 seconds
Level MUST have at least 3 checkpoints. Consider adding additional checkpoints for split timing or where it would prevent a cut, as cuts do not make for good tournament tracks!
Level MUST NOT have risky or hidden finishes/shortcuts (e.g blind shortcuts or using no-collision/invisible/logic blocks to hide a secret path that is NOT the intended route)
Tutorial: Learn the ropes and get familiar with the mechanics.
Bot Match: Challenge yourself against an AI opponent.
Multiplayer Online: Test your skills against real players in exciting matches!
We'd love to hear your feedback, bug reports, and anything else you'd like to share. Join our Discord community to discuss, plan matches, and contribute to the game's development!
We're excited to release Demo Update 0.5 for Ayasa, featuring a suite of enhancements and additions designed to elevate your gameplay experience:
- New Mechanics: Engage with new gameplay mechanics that deepen the strategy and intensity of Ayasa's dark world. - Terrifying New Enemy: Prepare to confront a new enemy that adds a fresh layer of challenge and terror. - Revamped Animations: Experience smoother and more realistic locomotion animations alongside crucial fixes to existing animations. - Gameplay Enhancements: Enjoy a more refined and immersive gameplay experience with adjustments that sharpen responsiveness and engagement. - Sound Improvements: Immerse yourself further with updated sound effects that enhance the eerie atmosphere of the game. - Additional Gameplay Elements: Discover new gameplay elements that expand the narrative and challenge your skills. - Updated Intro Cinematic: Be captivated by the updated intro cinematic that sets a haunting stage for your journey.
Embrace the shadows and explore the newest evolution of horror in Ayasa: Shadows of Silence.
Download the update today and step into a world of enhanced fear and excitement!
IMPORTANT BUT NOT CRITICAL: Temporary suspension of Turkish language support (the volunteers who offered to translate have been out of contact for a long time) and temporary suspension of Korean language support (long delays between translations). Support for these fan-made (please take this into account) localizations has been temporarily suspended as of 2025.02.12 due to delays in updates. We have reached a point where changes are being made to the text files, and playing the game in languages that have not been translated in time will lead to inaccuracies and/or errors. We believe it is quite unpleasant to play a game that is only partially translated into your native language. The language tags on the Steam store page for these languages have been removed, and the corresponding languages in the game have been reset to English. Current translations will continue to work but may be inaccurate. ATTENTION: Updates to these languages are possible in the future, and ideally we would like to have all texts fully translated by release, but this is what we currently have.
Regarding this patch: 1. Veteran - added the passive ability Guard. 2. Woodserker, Eyevan Bobachad, Redserker Spearman, Redserker Warrior, Redserker Father, Feorge the Destructive - added the passive ability Zerker. 3. Acolyte, Inquisitor, Peacemaker, Piousville Crossbowman, Zael the Dismal - added the passive ability Holyman. 4. Peasant with a Chicken - new passive ability "Basket of Eggs". 5. The Tactics talent branch ability, which provided complete protection against critical hits, has been nerfed. 6. The new big boss added in the previous patch has been slightly nerfed. This nerf is related to the fact that the main strategy against this boss relied on the passive ability that was nerfed above. 7. Small bonuses have been added for ALL melee and ranged mercenaries. 8. Every 7 in-game days, starting from the 8th day, a random weekly effect is active (the list of effects, of course, includes the "Normal Week" effect).
What's Next: We are almost done with the next small patch. In short: one important mini-game and roaming merchants.
This is it! The final update for the Siren’s Well DEMO is here. 🚪🔚 We’ve made key improvements to the overall experience, addressed important bugs, and refined combat mechanics based on your feedback. From now on, all further adjustments and bug fixes will be implemented in the final version of the game. Let’s dive into what’s new:
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🛠️ Bug Fixes & Quality of Life Enhancements ✅ Fixed some Audio Settings issues. ✅ Fixed blood not spilling from enemies after multiple handgun shots. ✅ Fixed AI issues with enemies in the Padlock Room (Scarlett’s Scenario). ✅ Added missing footstep sounds in certain office areas.
⚔️ Combat & Gameplay Adjustments 🔹 Added Game Over hints to guide players after death. 🔹 New music added to Scarlett’s Office scenario for a deeper atmosphere. 🔹 New Stomping Action hint when an enemy is downed. 🔹 Enemies now stay on the ground longer after a headshot in Beginner and Easy modes. 🔹 Amanda Holloway & Dahlia Hemlocke will no longer be taken down by a simple handgun headshot—watch out! 👀
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🚨 Important Notice 🚨 This marks the last update for the DEMO. All future feedback & bug reports will be addressed in the final release of Siren’s Well. Stay tuned, Survivors—your nightmare is just beginning… 🔥
Make sure you’re on version 1.0.2, displayed at the top of the main menu.
I'm back with another set of hotfixes. Thank you for reporting the issues and being patient with us as we address them.
Safeguard added to keep Command Bot on shuttle after takeoff
Prior save file now backed up when game saves to aid recovery if anything goes wrong
Added system to prevent joystick drift affecting player aim (plug all the HOTAS and joysticks back in and let me know if there are still any issues with input)
Sales Terminal was incorrectly checking the Contracts Tab when selling resource. Now it is actually checking the station you are at. All sales will get attributed to contracts at the station you are visiting.
The trigger volume past the Shuttle Launch doors has been resized to fill the entire space, so you can’t end up in that closet without the prompt to launch the expedition.
Mining laser level 1 should show purchased even after it is replaced by Mining Laser Level 2
Potentially solved issue with black screen when starting game. Anyone playing on the _novideo beta branch can now return to the main branch and should be fine! Please report if that is not the case. The _novideo branch continues to be updated until we have more certainty that missing video codec problems are resolved for you all.
CUBE CORP wishes you another prosperous day! -hube