In this update5
Full notes
Full 44 Minutes in Nightmare update
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What changed
- Store
- Gameplay
- Performance
- Maps
- UI and audio
44 Minutes in Nightmare changes
Update for the Nintendo Switch version release: denoted as 2.0.1 from this ver.
I am pleased to announce that I have ported "44 Minutes in Nightmare" to Nintendo Switch!
With this port, the program has been completely redesigned and all elements have been revised in order to make the processing common between the PC and Switch versions.
The Nintendo Switch version will be available one week later, on April 27, 2023! (Switch version store)
This is not a remake, but a rewrite, so I am rewriting, fixing, adjusting, and adding new elements to the game without changing the gameplay, etc.
However, the game has been updated with new elements and new features, so it's a pretty big update.
Existing players can enjoy the new mode, and overall, the difficulty level has been slightly lowered to make the update easier for many players to play.
I've also made the game significantly lighter to accommodate the Switch's hardware specs, so the PC version will be able to maintain high FPS while maintaining high quality.
The player's controller has been updated to incorporate the FPController that I developed and sell on the Unity Asset Store, so it feels a little different than before.
If you are a developer interested in the controller, please take a look at the following (InputSystem is supported, and of course, the Nintendo Switch is very light). (FPController store)
I hope that new users and existing users will be able to enjoy the new experience again!
# Customize Mode has been added.
It can be opened by clearing certain conditions. If the number of items generated is extremely high, it will lead to a drop in FPS, so please enjoy the game at your own risk considering your PC specs. Also, if you play the game once and return to the title, the contents of the customization will be reflected directly in what you have played.
# One hidden room added
In the hidden room, you will find items left behind by previous "DIVE" players as they die, and you will be able to retrieve several of these items at random. If you get only trash items, your effort will be wasted, but if you get only useful items, you will have a great advantage in the development of the game. The hidden room will not appear on the map until it is opened. Also, in ShortMode it will not be generated.
# Keyboard & Mouse and Gamepad can now be changed in real-time.
Both can be operated even if both are connected.(In Ver.1, keyboard & mouse operation was impossible when a gamepad was connected.) In Ver.1, the keyboard & mouse settings were reset by plugging in the gamepad, but this is no longer the case since the controller processing has been standardized.
The flashlight is now easier to see.
The marbles are now a little bigger.
Changed the sound effect of alcohol
Dog toys now climb stairs more smoothly.
Dog toys can no longer be retrieved again after being used.
Reduced by one the number of music boxes generated in normal and hard mode.
Gems now glow a little more easily to see.
Thinner powder smokescreen to reduce weight.
Thinner corrosive liquid vapor to reduce weight
Drawers, doors, etc. can now be reversed in the middle of opening and closing.
The back of doors has been widened so that the user can hide without being caught in the door.
All hard-to-get-across gaps between doors, couches,
Source
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