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Steam News27 June 20261mo ago

June 26, Entry/Exit Update + Bug fixes.

Today's update targets the entry and exit of each level by enhancing the visual polish and feeling of Acatalepsy at the beginning and end of each level generation.

In this update12

Full notes

Full Acatalepsy update

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What changed

5 fixes7 additions6 changes2 removals
  • Gameplay
  • Events
  • Fixes
  • UI and audio
  • Performance
changedLEVELChanged the beginning and end of each level visually. Instead of just spawning in a default start room, you now spawn on a large lift, descending the player into the level. The escape doors have been replaced with another large lift that becomes accessible once all the required tasks have been completed. I'm still experimenting with various entry visuals, but I feel the lift is a good way to maintain a sense of progression as the players visually go lower into the levels.
removedLEVELThe Escape logic has been modified and will directly impact multiplayer playthroughs in particular. You no longer automatically escape once you cross the threshold of the escape doors. There's a lift behind the doors now; On this lift is a lever that can only be pressed once. Once you pull this lever, the fence around the lift closes after 30 seconds, and anyone on the lift when it begins its descent will escape successfully. The timer that appears once the tasks are complete now dictates the time before the lift automatically descends, rather than the player's instantaneous death. Any players left behind will be considered abandoned and go insane, thus, dead. Note: In single-player, the fence closes instantly when you pull the lever, so you don't have to wait 30 seconds.
removedLEVELThe entity can no longer pass through the escape door, making the Exit Lift a safe zone. The Entry Lift, however, is not a safe zone.
addedLEVELAdded an Entry and Exit lift for Level 0: "The Lobby"
addedLEVELAdded an Entry and Exit lift for Level 1: "Event Space"
addedLEVELAdded an Entry and Exit lift for Level 2: "Parking"

Acatalepsy changes

changedChanged the beginning and end of each level visually. Instead of just spawning in a default start room, you now spawn on a large lift, descending the player into the level. The escape doors have been replaced with another large lift that becomes accessible once all the required tasks have been completed. I'm still experimenting with various entry visuals, but I feel the lift is a good way to maintain a sense of progression as the players visually go lower into the levels.
removedThe Escape logic has been modified and will directly impact multiplayer playthroughs in particular. You no longer automatically escape once you cross the threshold of the escape doors. There's a lift behind the doors now; On this lift is a lever that can only be pressed once. Once you pull this lever, the fence around the lift closes after 30 seconds, and anyone on the lift when it begins its descent will escape successfully. The timer that appears once the tasks are complete now dictates the time before the lift automatically descends, rather than the player's instantaneous death. Any players left behind will be considered abandoned and go insane, thus, dead. Note: In single-player, the fence closes instantly when you pull the lever, so you don't have to wait 30 seconds.
removedThe entity can no longer pass through the escape door, making the Exit Lift a safe zone. The Entry Lift, however, is not a safe zone.
addedAdded an Entry and Exit lift for Level 0: "The Lobby"
addedAdded an Entry and Exit lift for Level 1: "Event Space"

Today's update targets the entry and exit of each level by enhancing the visual polish and feeling of Acatalepsy at the beginning and end of each level generation.

LEVEL

  • Changed the beginning and end of each level visually. Instead of just spawning in a default start room, you now spawn on a large lift, descending the player into the level. The escape doors have been replaced with another large lift that becomes accessible once all the required tasks have been completed.

    I'm still experimenting with various entry visuals, but I feel the lift is a good way to maintain a sense of progression as the players visually go lower into the levels.

  • The Escape logic has been modified and will directly impact multiplayer playthroughs in particular.

    You no longer automatically escape once you cross the threshold of the escape doors. There's a lift behind the doors now; On this lift is a lever that can only be pressed once. Once you pull this lever, the fence around the lift closes after 30 seconds, and anyone on the lift when it begins its descent will escape successfully. The timer that appears once the tasks are complete now dictates the time before the lift automatically descends, rather than the player's instantaneous death. Any players left behind will be considered abandoned and go insane, thus, dead.

    Note: In single-player, the fence closes instantly when you pull the lever, so you don't have to wait 30 seconds.

  • The entity can no longer pass through the escape door, making the Exit Lift a safe zone. The Entry Lift, however, is not a safe zone.

  • Added an Entry and Exit lift for Level 0: "The Lobby"

  • Added an Entry and Exit lift for Level 1: "Event Space"

  • Added an Entry and Exit lift for Level 2: "Parking"

  • Phased out all old start and end rooms for every level.

  • Fixed incorrect texture displaying on the entity door in "Parking"

USER INTERFACE

  • Added a new notification at the beginning of the level, stating what must be completed to progress to the next level. This opens the door to other methods of completing levels, beyond just completing tasks.

  • Adjusted the timing of the level notification at the bottom of the screen when starting a level.

  • Adjusted the sound meter and current carry weight widget to prevent clipping.

  • Fixed text on modifiers on the modifier tab of the wrist menu displaying incorrectly.

  • Small UI adjustments and visual improvements.

  • Removed the tick sound that plays when changing your master volume.

    This thing was super annoying. I don't even know why I added it.

MODIFIERS

  • Fixed bug making "Darkness" the only modifier that could be chosen in some instances.

TASKS

  • Fixed bug causing credits not to be applied when a player runs away quickly after completing the lever task.

AUDIO

  • Fixed various sound effects not being affected by the master volume setting.

PERFORMANCE

  • Improved performance with light spawns

  • Improved performance with the timer

UNDER THE HOOD

  • Added a new method of spawning objects in a modular fashion, making it extremely easy to spawn new types of objects or level-based enhancements.

    This includes future spawning of various furniture or level-specific scenery.

  • Made the task interaction system modular, making future interactions with objects in the level far easier.

    For example, openable and closable doors.

Please note: I have not done extensive testing with this update in multiplayer. It should be functional, but bugs may be present. I will patch this update ASAP should anything come up.

I will get a roadmap out soon once I determine what the most important features are that should be added to Acatalepsy.

I plan, for the rest of June, to make smaller updates to polish the base experience of Acatalepsy, and then every following month, or two-week period, I will release a far larger and content-packed update.

To ensure these updates are meaningful, I will release larger chunks of new content altogether in individual large updates. Before these updates are published, I will likely have an "unstable" branch that the new updates will be on for public testing before release. I will announce when this branch goes live.

I really appreciate your patience and, above all, the feedback the community has given to improve Acatalepsy as I add content.

  • Tyler

Source

Steam News / 27 June 2026

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