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Hi all,

Happy Sunday!

We’re pushing a patch that should fix a variety of bugs we found in the past week. Through these bug fixes, we can finally move Act One to Stable! There’s still plenty of content on its way for the Business biome and Act One, so we’re not finished there yet either, though you can now play the main story of Act One end to end, including the fun set piece to wrap it up!
We also made some big changes to Jump and Cat Sense, so check that out and let us know what you think!

More coming in the next couple of weeks so stay tuned and thank you for taking part in our playtest!

Best,
Kerrod & GSG
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Patch Notes


Jump Rework
  • We’ve simplified the Jump mechanic to a simple jump in response to playtesting.
  • We’ll continue to refine this jump based on incoming feedback, so it’s a singular satisfying element to the game.
  • We’re also planning to expand on the Jump mechanic using our Badge system, which will also see a polish push in Q4.


Cat Sense Updates
  • Cat Sense is now flagged in the tutorial so the player knows it’s available to them.
  • Cat Sense now also has a radius of effect, encouraging exploration while still making it easy for the player to know what’s around them.
  • Cat Sense now has its own animation when the cat focuses on their inner sense.
  • Cat Sense now has minimal Stamina cost, but the player remains still when in use.


Act One
  • Props throughout the Business biome and Act One have been polished.
  • Several new memos have been added to improve the Act’s experience.
  • Act One can now be played through its entirety without reliable issues.


Day Job
  • Fixed Issue where Tasks could be done at night


Environment/Levels
  • Added more Signage to Lobby
  • The Museum has new interactable placards, though some are still placeholders.
  • Moved Mop to Floor 3 bathroom as a band-aid to a larger inter-level prop issue that needs to be resolved.
  • Added Interact icon to Intern’s Memo
  • Fixed issue where player was locked out of controls when destorying Armand’s menus


HUD/UI
  • Fixed issues around player HUD/Quest visibility
  • Click-throughs have been improved and are more reliable, though some work is still to be done.
  • Tutorial Notifications have been updates with current design elements.


Map UI
  • Desk Locations now appear on the map
  • The Player Menu will now show the right map when on a floor


Tab Overlay
  • Updated TAB Overlay to include a ‘Short Wait’ allowing a player to skip from Evening to Late Night.


 
Known Issues
  • Interactables can currently be triggered through walls.
  • Animations of Quest HUD have been disabled as we resolve an animation conflict
  • Click-throughs do not work when on Computers.
  • Loading history…
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