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Steam News19 June 20266d ago

New Task + Match Setting + Critical Gameplay Changes

Early Access Release is almost here! Thanks to all playtesters and friends who have given feedback throughout the development of Acatalepsy. It's been a long journey, and we've only just begun. Now, the actual update.

Full notes

Full Acatalepsy update

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What changed

3 fixes5 additions4 changes1 removal
  • Gameplay
  • Maps
  • Store
  • UI and audio
  • Security
addedTASKSAdded a brand new task: Manual Crank The manual crank requires players to stand right next to the crank task, interacting with it while it produces a loud noise. It's simple, yet dangerous. After being cranked to a certain amount, the task completes. The crank saves its progress if you leave the task mid-completion.
addedMAIN UPDATEAdded the ability to change the percentage of lights that spawn within each level, from 100%-30%.
changedMAIN UPDATEAltered the functionality of the timer within each level I felt the timer detracted from the overall experience of Acatalepsy, making each round feel hurried and rushed, which isn't what I want from Acatalepsy. Tense moments should only come at specific times, and the game loses suspense when a mock form of suspense is present at all times. The timer now begins only when the escape doors are open, with only 300 seconds on the clock. I will continue to experiment with simple yet important modifications to the overall level-to-level gameplay of Acatalepsy.
addedMAIN UPDATEAdded a modifier wheel, and at the end of the interlude phase With this update, I'm introducing level modifiers. At the end of each interlude phase, there is a wheel that spins, deciding the modifier to be applied to the next level that will alter the gameplay or visuals of the map. Currently, there is only a single modifier that halves the number of lights in the level. As development progresses, I will add in more unique modifiers. Modifiers only apply to the next level, so once you complete a level, the previous modifier is erased. I have created a framework for adding new modifiers under the hood of Acatalepsy, making new modifiers easily added into the game.
changedGAMEPLAYMade all players receive 3 credits when a level is completed, regardless of their contribution to task completion.
changedGAMEPLAYPlayers receive 5 credits upon passing through the escape doors successfully. This change prevents players from being stuck spectating indefinitely, as they will eventually be able to purchase another life if the remaining team members complete levels.

Early Access Release is almost here!

Thanks to all playtesters and friends who have given feedback throughout the development of Acatalepsy. It's been a long journey, and we've only just begun.

Now, the actual update.

TASKS

  • Added a brand new task: Manual Crank

    The manual crank requires players to stand right next to the crank task, interacting with it while it produces a loud noise. It's simple, yet dangerous. After being cranked to a certain amount, the task completes. The crank saves its progress if you leave the task mid-completion.

MAIN UPDATE

  • Added the ability to change the percentage of lights that spawn within each level, from 100%-30%.

  • Altered the functionality of the timer within each level

    I felt the timer detracted from the overall experience of Acatalepsy, making each round feel hurried and rushed, which isn't what I want from Acatalepsy. Tense moments should only come at specific times, and the game loses suspense when a mock form of suspense is present at all times. The timer now begins only when the escape doors are open, with only 300 seconds on the clock. I will continue to experiment with simple yet important modifications to the overall level-to-level gameplay of Acatalepsy.

  • Added a modifier wheel, and at the end of the interlude phase

    With this update, I'm introducing level modifiers. At the end of each interlude phase, there is a wheel that spins, deciding the modifier to be applied to the next level that will alter the gameplay or visuals of the map. Currently, there is only a single modifier that halves the number of lights in the level. As development progresses, I will add in more unique modifiers. Modifiers only apply to the next level, so once you complete a level, the previous modifier is erased. I have created a framework for adding new modifiers under the hood of Acatalepsy, making new modifiers easily added into the game.

GAMEPLAY

  • Made all players receive 3 credits when a level is completed, regardless of their contribution to task completion.

  • Players receive 5 credits upon passing through the escape doors successfully.

    This change prevents players from being stuck spectating indefinitely, as they will eventually be able to purchase another life if the remaining team members complete levels.

  • Removed the ability to jump while inside inventory, allowing for unintended movement while in the inventory

MAP

  • Added two rooms to Level 1

  • Fixed a few gaps leading out of the map on certain variations of the large room in Level 0

  • Fixed round lights being yellow when they're intended to be white.

MISCELLANEOUS

  • Fixed being able to jump before the map loads

  • UI improvements and changes to adapt to the timer change

  • Added a small interval between task interactions to prevent task exploits

This is most likely going to be the last push of updates before the Early Access release. I'm touching up several systems behind the scenes to ensure Acatalepsy is mostly* in working order by the Early Access release, and that I can efficiently fix bugs and address issues as soon as they become apparent. In the coming weeks following the release of Acatalepsy, I will do my best to fix all bugs and issues brought to my attention. I ask that you please be patient with fixes, as I am a solo developer and can only do so much at a time. Thank you for understanding.

  • Tyler

Source

Steam News / 19 June 2026

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