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Steam News27 May 202629d ago

Acatalepsy V0.0.2 - Preparing for an EA Release!

Acatalepsy V0.0.2 Playtest: Regular Update This update comes with several visual changes and some new content.

Full notes

Full Acatalepsy update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix16 additions15 changes0 removals
  • Maps
  • Events
  • Gameplay
  • Performance
  • Security
  • Store
changedCompletely overhauled Level 0, "The Lobby"Being the staple of the liminal identity of the Backrooms, Level 0 deserves greater attention to detail and overall feel; however, when Level 0 was first released, it felt rushed and unrealistic. To keep the visuals of Acatalepsy grounded and immersive, I felt the need to review and revise Level 0 completely. With new textures, lighting, and map flow, Level 0 on the surface looks similar but now offers greater detail and immersion. Lighting and the visual feel of this level will continue to be adjusted based on feedback. There are currently fifteen room variants for Level 0. More will be added in future updates.
changedLevel 1: "Event Space"What was previously part of Level 0 has now become its own level! These white-walled rooms bring a new liminal feel to Acatalepsy, while keeping "The Lobby"'s original charm. Currently, fifteen room variants exist for Level 1, and more will be added in future updates and with community feedback.
addedLevel 2: "Parking"A completely different feel to Acatalepsy, I'm experimenting with a new visual scheme for Level 2, a liminal-inspired parking garage complex. Long sight-lines and the vast open areas offer a different kind of gameplay when searching for tasks and escaping entities. This level is more challenging overall, forcing players to adapt to a new environment. There are currently six detailed room variants for Level 2, with more planned.
changedFull list of Changes:Greatly Changed Level 0: "The Lobby", Visual Overhaul
addedFull list of Changes:Added Level 1: "Event Space", with three room variants
addedFull list of Changes:Added Level 2: "Parking", with six room variants

Acatalepsy V0.0.2 Playtest: Regular Update

This update comes with several visual changes and some new content.

Completely overhauled Level 0, "The Lobby"

Being the staple of the liminal identity of the Backrooms, Level 0 deserves greater attention to detail and overall feel; however, when Level 0 was first released, it felt rushed and unrealistic. To keep the visuals of Acatalepsy grounded and immersive, I felt the need to review and revise Level 0 completely. With new textures, lighting, and map flow, Level 0 on the surface looks similar but now offers greater detail and immersion. Lighting and the visual feel of this level will continue to be adjusted based on feedback. There are currently fifteen room variants for Level 0. More will be added in future updates.

Two New Levels:

Level 1: "Event Space"

What was previously part of Level 0 has now become its own level! These white-walled rooms bring a new liminal feel to Acatalepsy, while keeping "The Lobby"'s original charm. Currently, fifteen room variants exist for Level 1, and more will be added in future updates and with community feedback.

Level 2: "Parking"

A completely different feel to Acatalepsy, I'm experimenting with a new visual scheme for Level 2, a liminal-inspired parking garage complex. Long sight-lines and the vast open areas offer a different kind of gameplay when searching for tasks and escaping entities. This level is more challenging overall, forcing players to adapt to a new environment. There are currently six detailed room variants for Level 2, with more planned.

In addition to the new levels, I believe I have fixed a long-standing visual bug that caused lights to flicker when densely packed in certain room variants. I will have to do more testing to ensure all instances of this bug are gone.

Full list of Changes:

  • Greatly Changed Level 0: "The Lobby", Visual Overhaul

  • Added Level 1: "Event Space", with three room variants

  • Added Level 2: "Parking", with six room variants

  • Added a tutorial to cover the basics of controls and task completion

  • Attempt to fix a huge flickering lighting bug

  • Adjusted lighting across all levels

  • Added support for volumetric lighting across all levels and light sources

  • Attempt to fix AI bugs causing the entity to stand still and not move.

  • Fixed several exploits relating to abusing the AI system.

  • Doubled the AI sight range

  • Removed the "Early-Exit" system

    This system would end entire runs should all members of the team die on a single given level, even if they had more lives. In addition, to this system being buggy, I feel it detracted from gameplay and felt unfair. Down the line, I may institute more changes that will add direct alterations to the gameplay loop to make the experience more interesting, as the Early Exit system did, but we'll see.

  • Items are now progressively unlocked in the interlude store, which means that as you go deeper through more rooms, you'll have more options for items to purchase in the store. There are currently three purchasable items.

  • Flashlight: Is a flashlight, duh

  • Air horn: Plays a loud, blaring noise, drawing attention to entities.

  • Exit Detector: Reports the distance between the player and the exit doors every short tick interval with a little bit of error.

  • Multiplayer is now by Steam friend invite only, and will remain this way for the time being.

    I am not 100% confident in preventing cheaters or people who modify game files, so I want to ensure players are only playing with people they trust. This is the best way I can ensure the protection of player data and overall security.

  • Re-instituting a new, custom version of math-based head-bobbing.

    I will need to gather feedback based on this new head-bobbing. It's intended to make the game feel smoother and camera movement more fluid, but adjustments may be necessary. The old system used a built-in camera shake system already included within Unreal Engine, but it wasn't sufficient or dynamic. The new custom head-bobbing system reacts to player speed, direction, and momentum.

  • Added a basic form of spectating once dead or escaped.

    The old system of placing the player into an empty room with just a player list and their statuses was boring and wouldn't be possible to fully expand upon. Currently, there is a freecam system that allows you to freecam around the inside of the level once you have escaped.

  • Choosing the next level is now done in order —i.e., Level 0 --> Level 1 --> Level 2 — rather than randomly.

  • Attempt to fix player footstep sounds not being replicated properly.

  • Adjusted carpet footstep noise when walking and sprinting to be clearer.

  • Added Graphics settings and minimal Audio settings.

  • Slightly decreased close screen blur

    I will probably add a setting for the intensity of this in the settings soon.

  • Added Depth of Field to the camera to blur things at a distance, while keeping things closer to the player clearer.

  • Added the ability to access settings from the main menu.

  • Added the ability to skip the intro splash.

    Finally.

  • Made dying slightly more interesting.

    Instead of instantly going to a black screen, the camera now drops onto the floor with physics.

  • Added blood around the player on the floor upon death.

  • Updated Inventory Visuals.

  • Various UI Improvements

Please bear with me as I continue to publish fixes to the several bugs within Acatalepsy. More levels, items, tasks, and brand new systems are planned. I want to get the core gameplay loop polished before I begin adding to it. An Early Access release available to everyone on Steam is coming in the near future!

Important notice regarding Voice Chat:

I desperately want to add proximity Voice Chat to Acatalepsy, but currently, it is not possible given the current circumstances. I will work hard on this later down the line in Acatalepsy's development as the game grows, but for now, it will be required to utilize a third-party voice system, like Discord, while playing with friends.

An Early Access release is just around the corner. With feedback, I will continue to modify levels and add new rooms. Levels may be removed or added as time goes on if I believe they don't fit the intended feel of Acatalepsy.

If you want to directly influence the development of Acatalepsy, report bugs, make suggestions, ask questions, or just hang out, be sure to join the Acatalepsy Discord server linked below.

Discord Server

  • Tyler

Source

Steam News / 27 May 2026

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