Hi everyone! We're still in discussions with Full Moon and will share an update on the Kickstarter status on February 26th. In the meantime, enjoy this small update featuring a brand-new sound track from Spectral Fields, along with improved lighting and balance changes!
New Music Tracks from Spectral Fields
The Puppet Master: The Game official soundtrack is coming soon! Follow Spectral Fields on social media for updates. 🔗 https://www.spectralfields.com/
Enable "Streamer Safe" to listen to the new score 100% of the time.
Puppet Master: The Game Theme Song (Main Menu)
Puppet Master Rise!
Elixir of Immortality
Searching for Artifacts
Secrets Live On
Susie's Revenge
Toulon's Dream
Balance Changes
Head Hunter
Increased spear throw force from 1500 to 2000 (Increased Throwing distance).
Reduced cooldown of the "Eye of Sutekh" ability from 120 to 100.
Humans
Increased character mass from 200 to 300 (reduces knockback from attacks).
Increased Ragdoll invulnerability time from 3 seconds to 5 seconds after recovering from being ragdolled.
Increased invulnerability time after recovering from downed state from 3 to 5 seconds.
Decapitron
Reduced max HP from 150 to 120.
Reduced Retro Head blast RPM from 50 to 40.
Retro Head now only reveals for Decapitron.
Retro Head blasts now reveal targets for 10 seconds if hit.
Increased Retro Head blast speed from 30 to 40.
Retro Head now allows for faster movement.
Reduced Morph Head heal radius from 15 to 10 meters.
Reduced Morph Head heal per second from 5 to 4.
General Improvements
Improved lighting for all maps.
Underworld
Moved puppet spawns further away from the human spawn.
Fifth Floor
Fixed an issue that caused the camera to clip through walls.
NEW - Infinite upgrades! Play it forever ːsteamhappyː - "Billionaire's Club" achievement ːsteammockingː - Auto saving (every five minutes) - Leaderboard
Improvements - Numbers are more readable now: 12,345,678 - Improvements for various display resolutions
Thank you for your patience. Let me know how it's going with the infinite upgrades :D Join our Discord to suggest any changes (link is on the store page).
**New Healing System Deployed:** We are rolling out a strategic enhancement in the battlefield sustainment protocols: the **Automated Healing & Repair System**.
This innovation activates at the commencement of each operational turn, ensuring your forces and assets are primed for combat.
1. **Proximity Alert:** Enemy units detected in the vicinity will compromise system effectiveness. Maintain secure perimeters for optimal recovery outcomes.
2. **Mobility Factor:** Active troop or vehicle maneuvers during the cycle will detract from the healing and repair capacity. Plan movement strategies judiciously to maximize recuperation.
3. **Combat Engagement:** Direct involvement with hostile units will severely restrict system functionality. Strategically disengage when possible to allocate repair intervals.
4. **Rapid Deplyment** Infantry & Recon can engage the same turn they are deployed.
5 **Ambush Ability** Certain units will stand guard and engage the first enemy in their LOS
6 **Rapid Fire (Initiative)** Defensive units such as Heavy MG's & Automatic canons can engage multiple times.
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)