Hello there!
After monitoring the feedback and seeing the issues ourselves, we decided to act quickly and efficiently. This update focuses on a few of the major issues, but there is still work to be done. We’ve also added some small changes to freshen up the gameplay, making it feel fresh to start a new run—or even to route for a speedrun. We will continue monitoring feedback and working to fix issues in the game.
Fixed few typing errors
Added difficulty to Bright District
Changed key position in Bright District
Changed lighting in the Cathedral steps
Changed lighting in the Catherdal
Added liveliness into first and last parts of Bright District
Fixed texture missing in Upper City windowsill
Added destructible objects around Undercity and Bright District
Added a worker to tutorial
It’s been a wild few months for us here at Only By Midnight, and we’re still a little dazed (in the best way) at how many amazing opportunities we’ve had to showcase our game. From bustling show floors to digital festivals, here’s a look back at where we’ve been (and a sneak peek at what’s next)!
PAX East (May 8–11 | Boston, MA)
We kicked things off with a bang at PAX East, where we demoed Ctrl Alt Deal at our booth. Watching players dive into our demo, ask thoughtful questions, and give us real-time feedback was an absolute thrill. (It also brought back great memories of PAX West last year.) We met some incredible fellow indie devs, swapped stories, and (regretfully) did not make time for chowder. Next time, Boston. Next time.
Turnbased Thursday Fest (June 2–9 | Digital Festival)
Next up was the Turnbased Thursday Fest, highlighting all things strategy and clicking “End Turn” to continue. We were honoured to be part of such a sharp lineup of turn-based brilliance. Our quirky little “strategy game set inside a simulation game” held its own, and we’re so grateful to the festival organizers and fellow devs who helped make it a standout week.
The MIX Summer Showcase (June 6 | Los Angeles, CA)
When the MIX calls, you answer. Fearless leader Alison flew to LA to demo the game on a very windy rooftop, surrounded by an amazing crowd of players, press, and fellow devs. While the California sun did turn Alison a lovely shade of pink, she balanced the sunburn with a trip to Villa Tacos. (Was it worth the line around the block? According to Alison: absolutely.)
Game Con Canada (June 13-15 | Edmonton, AB)
Why break a great streak? We exhibited at GCC last year and happily returned this year. As always, it was great to participate in the vibrant Alberta indie dev scene and to see visitors from all over the world. Despite a false fire alarm on Sunday, we had a blast grooving out at the booth while digital Laura watched over us from her holographic picture frame.
Steam Next Fest (June 9–16 | Digital Showcase)
Being part of Steam’s Next Fest was a milestone moment for our team. It’s a huge benchmark for indie games, and we’re still buzzing from the response. Seeing new players discover us, wishlist us, and dive into the demo… well, let’s just say we’re incredibly proud and so, so thankful.
What’s Next?
We’re not done yet! You’ll find us at Indie Mania on June 26, and we’re excited to be part of the Canadian Games Dev event starting July 1. Stay tuned to our socials for more updates, behind-the-scenes peeks, and maybe even a dev diary or two.
Thanks for cheering us on, and for being part of the Ctrl Alt Deal journey!
Hello dear players!
We are releasing an update addressing some bugs and lighting issues detected in our game.
School:
Improvements have been made to Vornash's AI. Bugs were identified and fixed.
Mansion:
Lighting adjustments have been made in the rooms of the main entrance lobby.
Lighting adjustments have been made in the painting room and the preceding room.
We are reading your feedback and reviews. Enjoy the game!
We have made quite a few changes since the last update two days ago.
For starters, we noticed quite a large issue with the algorithm that determines the type and weight of fish you catch. At the moment, every few seconds, we simulate a random type of fish (based on the bait you are using, the depth of the water, the current weather, the current day number, totem upgrades, and personal upgrades) to bite your line. Once a random fish is chosen to bite your line, you are then prompted with the fishing minigame. Unfortunately, there were some issues with our math that determined which fish we selected to bite your line. This issue is now resolved and you should reliably catch fish based on the multiple inputs that go into the equation. How will this affect your gameplay? It will lead to more reliable catches based on the choices you make when fishing. It will make it much easier to target and catch a specific kind of fish as well as make it easier to catch much larger fish.
In addition, fish type and fish size WILL NOW scale with the day count. This means you can expect to catch larger fish as your play through continues.
Other changes and fixes:
Map selection polish
Throwing fish polish
Dropping items polish
Rebalance of a few fish on the swamp map
Buffed the positive effects of fish caught during a thunderstorm.
Changed drowning time from 7->10 seconds
Increased movement speed of player when under water.
Size of fish in hand and on line polish
Collision fixes on swamp map
Replacement of old bait system to new bait system (all baits can now be picked up and used properly)
Fixed typo with the “met snake” achievement not unlocking
Fixed bug where the most recently added fish would be gambled instead of the first fish placed in.
Fixed bug where game might not pause for clients when host pauses the session
Fixed bug where players could not rejoin a game after being disconnected (Players used to have to relaunch their game to rejoin).
Fixed bug where skin walkers and serpents could spawn infinitely.
Fixed bug where fish could fall off boats.
Fixed bug where minnows had a chance not to be added to inventory.
Fixed bug where crocodile might not growl when players got close.
Fixed bug where players could fall through the map after being grabbed by the crab.
Fixed bug where duckling bait could interact with boat when player casted their line.
Fixed issue where “My Catches” tab on leaderboard did not load properly.
Fixed bug where crocodile would kill the player twice causing them to bug out.
Fixed bug where players could not spectate players driving boats.
Fixed issue where certain bait would not spawn sometimes.
Removed fish stealer until it is reworked.
Fixed bug where player could store more bait then they were allowed to.
Fixed bug where fish could be duped.
Fixed bug where “Sinker” upgrade would not give its full upgrade value.
Rebalanced gambling. Made the odds 80/20 (loss/win) instead of 60/20. Made so max win is x3 instead of x5.
Random assortment of other small issues…
We are aware of a few bugs that we are work in progress on:
Boats might not load in the proper location when joining a session late.
Fish have a chance to disappear when playing on high ping.
Gambled fish have a chance to make the altar value negative
If you run into bugs please feel free to report them in the discord or on the steam discussion board. We are working as fast as we can to get everything patched asap for everyone!
Thank you for being patient with us. Have a great day!
Bug Fix
A bug where Aruma is shown in T-Pose at Dungeon Cutscene
After casting shield, under certain conditions it could show deflection effect when casting
The portal to the next shows incorrect old effect (could see some dark waves)
Interaction UI would not show when near portal (trigger was behind)
Clicking Wishlist button would open double window
Clicking on Wishlist button on main menu and later clicking another menu option would open a new wishlist button.
Visual Enhancements
Visual were updated to use similar pallette (Dark Blue , Golden)
Level Up pop up was redesigned.