
A major upgrade — new reception patients, interesting animations, and next-level immersion that’ll make you feel like the real clinic boss!
Don’t keep the patients waiting — go grab it now!
Little halloween updatington jack o lantern ball and spooky music!!
Time to get ur friends on and have some spooky fun...
Thanks for playing!!
Slap Chicken Games
This update brings a number of fixes and quality-of-life improvements:
You can no longer select an already selected item.
The UI now properly supports 2K monitors.
Removed invisible interaction points near the base.
Increased walking speed.
Increased running duration.
Updated the death message text.
After dying, the player now continues the mission by respawning in the vehicle (in the full version, the respawn will take place in the hangar).
Reduced flashlight brightness.
The flashlight no longer triggers a swing animation.
The flashlight can now be turned on and off manually.
Added a sound effect for turning on the power station.
The power station light now turns on when activated.
Thank you for your feedback and support — every comment helps us make the game better!
Happy Halloween, everyone! I have two event to cover in this devlog.
First of all, me and Rio finally got around to release the OST in Steam. More on that:https://store.steampowered.com/news/app/3499440/view/512972867351088418?l=russianI would like to add that it was unfair of me to rush him with the OST before game release, because this haste was justified for my faith towards numerology and the desire to release the game as quickly as possible, as if someone else besides me was actually waiting for it. Generally, hurry myself for weird reasons is very typical of me, and it in most cases backfires, but hurry someone else is just disrespectful.
Secondly, I have desided to pay homage towards Cave Story by Studio Pixel, and make a Halloween theme for my game, like the one for Cave Story+.
Someone may call it a junk (me, for example), since the world map is barely changed: just the color of the grass, ground and sky, and some locations weren't changed at all. Well, it is, but there's more. I had to rethink the way for drawing humanoids to redraw enemy and hero sprites, which I mentioned before. And I have succeeded:
[carousel]



[/carousel]And now to the bad part.
The Halloween theme isn't a texture replacement, but an alternative resource pack that, in addition to redrawn sprites, includes unmodified sprites, maps, and shaders. This means that a lot of duplicate information sits deadweight in the game files. Furthermore, if I want to update the map, I'll have to update both packs. Ideally, this theme should be a mod like any player could make. The sprite loading rework I was planning could have partially solved this problem, but I decided to take the easy way out because I didn't know how long it would take: I might not have finished before a deadline. I'd already reworked the language file system, which was quite a headache, and I didn't know what awaited me with working on an even more complex system. And next, I also wanted to add the campaign system and user maps support.
I decided it would be easier for me to start working on a new engine, because otherwise the game would turn into The Ship of Theseus, and in a not particularly good one. I thought about that since the release, when I was working with various external libraries for the game and SDK. Although the current engine is full of actually smart solutions that will be ported to the new one and won't take much of my time, and the new zone editor, which is already compatible with the old map format, is almost ready, I'm unlikely to create a new devlog the next month. Perhaps the next devlog entry will cover the progress of two or three months.
Optimized performance
Improved level up UI & UX
Camera Optimizations
Fixed enemy weapons animation bug
Developer Note:
After a successful Steam Next Fest, the total number of Wishlists have doubled! To celebrate, there might be special cosmetic when the game launches in December.
Also, for this month's November update, the Waifu Dungeon has been released! Explore the darkness by going to the Stadium to play the new Event.
Changes:
WSurvivor: Offscreen weapons now damage monsters
WSurvivor: Added colored borders to Crystal shop
WDungeon: Fixed door generation logic
WDungeon: Fixed crash with weapon and armor up items
WDungeon: Fixed multi waifu teams from preventing game over when leader faints
Replaced Relationship tags placeholders in conversation
Fix crash in Guild vs. Guild
Fix getting stuck in tutorial if exiting during Squad Leader Townbuild Tutorial first step.
Changed story to focus on "restoring the world"
"Daily Rewards" is now a button on the Main Hub
Daily task "Complete Quests" now shows how many Key Quests are left, then to complete Urgent Quest
Harvest: Catching an Apple now restores HP
When end of minigame banners are showing, can actually press button to continue to continue
Gathering Quest: Fixed off-screen cursor locking
Mining Quest: Changed models for Chibis, aligned on left side of screen for better visibility
New:
Added "Treasures" to Waifu Dungeon:
Heart increase (up to 20)
Max Bomb increase (up to 5)
Weapon damage increase (+1 damage)
Lighter (use it to light torches)
Armor (reduce damage by 1)
Walking Shoes (increase movement speed)
Glasses (increase "light" vision)
Grey skill book (random skill in School Library)
Added better Achievement tracking, so it's not constantly trying to unlock the same one repeatedly
New Achievements:
Waifu Fish: Catch a Legendary Fish
Waifu Fish: Catch (and release!) a Tiny Fish
Waifu Survivor: DONT_MOVE Don't move and defeat the wave 5 boss
Waifu Dungeon: LIGHT_TORCH "Bring light to dark"
Waifu Dungeon: DUNGEON_CAT Use a Magic Cat "It sparkles!"
Online: Added weekly reset awards for Waifu Fish and Waifu Dungeon
Waifu Fish awards "Fishing" package items
Waifu Dungeon awards "Monster" package items
Added "Monster" clothing package (not unlockable): Ragged Shawl, Ragged Tunic, Short Bow, Ragged Hood, Ragged Boots, Gold Bracelets, Glowing Eyes, Glowing Red Eyes


Trailer 2 is now here! Step inside the sick and twisted mind of Evelyn Vane, the visionary behind the horrors of The Haven Institution.
Her words echo through the sterile halls and broken memories, blurring the line between salvation and delusion. What she builds is not meant for comfort, but for control.

Witness her truth. Hear her voice. The descent begins.
Watch Trailer 2 now:
Adventurers, fate is kind to us – a long weekend is just around the corner. Therefore, we are glad to welcome you with an update for long trips around Wellandor. Believe me, your fingers won't get tired after this update.
Added new mechanics:
⚔️Added the functionality of wells and expanded the functionality of fountains. The effects of fountains and wells are now recorded in the autocorrect
⚔️A new control mode has been added, in which you do not need to use the PCM to rotate the camera. You can select the control mode in the settings menu.
⚔️Added the ability to use items not only based on the character's icon, but also based on the hero's image in the inventory.
Fixed it:
⚙️The quest "Miranda's Warm Bread"
⚙️A bug in which the effects of the amulets did not work
⚙️A bug where it was possible to duplicate accessories
⚙️A bug where a quest item could disappear if the character's inventory is full
⚙️Improvements to the user interface
⚙️Improvements to the sound system
⚙️Fixes to quests and riddles
We will introduce many more things in future updates, so stay tuned and write in the discussions how are your trips on Litea?