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Steam News30 July 202621d ago

Acatalepsy Version 0.0.3 Release

Acatalepsy V0.0.3 - Main Branch Release I will be unable to make updates or fixes for a while after this release. Bugs are inevitable. For that reason, V0.0.3 is on the UNSTABLE BRANCH for now. V0.0.

In this update15

Full notes

Full Acatalepsy update

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

What changed

3 fixes17 additions20 changes1 removal
  • UI and audio
  • Maps
  • Gameplay
  • Balance
  • Store
  • Server
addedSay hello to Calvin !Calvin is a brand-new addition to Acatalepsy that will drastically alter how you complete each level he's on. With exquisite hearing, Calvin can hear even the quietest of footsteps at a distance; however, he is completely blind and cannot see at all. Due to his sensitive hearing, if he hears any loud noises nearby, he will panic and run away scared for a period of time. He has unique audio and noises, making him audibly distinguishable from the previous existing entity, now named "Silas". Escaping and evading Calvin requires new tactics and strategies. He is a difficult entity to face.
addedSay hello to Calvin !Please Note: A new movement system has been added to better control the sounds your player makes when moving. See below.
addedNEW TASK: KEYPADSteam post image For this new task, you must locate a level-unique code that can be found on clipboards scattered around the map. Getting the code incorrect plays an extremely loud buzzer.
addedIMPROVED MOVEMENT SYSTEMBy using your scroll wheel, you can now dynamically adjust the walk speed of your player, directly impacting how much noise you make. Walk slowly when near entities to remain undetected at closer ranges. Or, speed up to a jog while still being able to hold items, like flashlights, normally.
addedIMPROVED AIRHORNThe Airhorn now serves as more than just a noise-maker. When used up close right next to Calvin, it can scare him off for a short period of time. However, the airhorn only has a maximum of 3 uses, persistent across levels. When the airhorn is empty, you need to buy a new one.
addedACATALEPSY NEW PLAYER GUIDEFar more comprehensive than the old tutorial, the new Acatalepsy Guide gives a brief overview of the game, telling you everything you need to know to enjoy your time here in Acatalepsy!
price of the airhorn57price of the airhorn increased, buffsell value of the airhorn24sell value of the airhorn increased, bufflevel unlock of the Airhorn23level unlock of the Airhorn increased, bufflevel unlock of the Escape Detector35level unlock of the Escape Detector increased, buff

Acatalepsy changes

addedCalvin is a brand-new addition to Acatalepsy that will drastically alter how you complete each level he's on. With exquisite hearing, Calvin can hear even the quietest of footsteps at a distance; however, he is completely blind and cannot see at all. Due to his sensitive hearing, if he hears any loud noises nearby, he will panic and run away scared for a period of time. He has unique audio and noises, making him audibly distinguishable from the previous existing entity, now named "Silas". Escaping and evading Calvin requires new tactics and strategies. He is a difficult entity to face.
addedPlease Note: A new movement system has been added to better control the sounds your player makes when moving. See below.
addedSteam post image For this new task, you must locate a level-unique code that can be found on clipboards scattered around the map. Getting the code incorrect plays an extremely loud buzzer.
addedBy using your scroll wheel, you can now dynamically adjust the walk speed of your player, directly impacting how much noise you make. Walk slowly when near entities to remain undetected at closer ranges. Or, speed up to a jog while still being able to hold items, like flashlights, normally.
addedThe Airhorn now serves as more than just a noise-maker. When used up close right next to Calvin, it can scare him off for a short period of time. However, the airhorn only has a maximum of 3 uses, persistent across levels. When the airhorn is empty, you need to buy a new one.

Acatalepsy V0.0.3 - Main Branch Release

I will be unable to make updates or fixes for a while after this release. Bugs are inevitable. For that reason,

V0.0.3 is on the UNSTABLE BRANCH for now.

V0.0.3 Has been pushed to the main branch for public testing.

Note: When starting the game, it will say "Unstable Version" on the menu notification. I am unable to change this right now, so please just ignore that message for the time being. :)

Now, here's what's included with Version 0.0.3!

A brand new Entity!

Say hello to Calvin!

Calvin is a brand-new addition to Acatalepsy that will drastically alter how you complete each level he's on. With exquisite hearing, Calvin can hear even the quietest of footsteps at a distance; however, he is completely blind and cannot see at all. Due to his sensitive hearing, if he hears any loud noises nearby, he will panic and run away scared for a period of time. He has unique audio and noises, making him audibly distinguishable from the previous existing entity, now named "Silas". Escaping and evading Calvin requires new tactics and strategies. He is a difficult entity to face.

Please Note: A new movement system has been added to better control the sounds your player makes when moving. See below.

NEW TASK: KEYPAD

Steam post image For this new task, you must locate a level-unique code that can be found on clipboards scattered around the map. Getting the code incorrect plays an extremely loud buzzer.

IMPROVED MOVEMENT SYSTEM

By using your scroll wheel, you can now dynamically adjust the walk speed of your player, directly impacting how much noise you make. Walk slowly when near entities to remain undetected at closer ranges. Or, speed up to a jog while still being able to hold items, like flashlights, normally.

IMPROVED AIRHORN

The Airhorn now serves as more than just a noise-maker. When used up close right next to Calvin, it can scare him off for a short period of time. However, the airhorn only has a maximum of 3 uses, persistent across levels. When the airhorn is empty, you need to buy a new one.

ACATALEPSY NEW PLAYER GUIDE

Far more comprehensive than the old tutorial, the new Acatalepsy Guide gives a brief overview of the game, telling you everything you need to know to enjoy your time here in Acatalepsy!

NEW MODIFIERS:

- EXTRA ITEMS - Spawns far more objects in the next level.

- AIRDROP - Adds a chance for all purchasable items to spawn in the next level.

PLENTY OF BUG FIXES, SMALL FEATURES, AND BALANCE CHANGES

Full list of specific changes:

ENTITY

  • Added Calvin

    A brand new, completely blind entity that hears minute sounds extremely well. When Calvin hears any sound that causes aggression, he makes a loud, distinguishable noise. If it turns out Calvin's balance gameplay-wise is too easy or too difficult, I will adjust his values based on feedback. I am aware that Calvin is extremely difficult to play against without good movement and tactics. I will gather feedback on Calvin and adjust him accordingly.

  • Changed the single existing entity's name to Silas

  • Changed Silas' audible yell logic to have a required spacing between his shouts, instead of yelling every time a player becomes visible.

  • Adjusted Silas' AI movement to prevent him from slowing down right before killing a player he's actively chasing.

  • Decreased Silas' hearing range greatly to increase the gap in gameplay when either Silas or Calvin is on the current level.

  • Altered Navigation Mesh on ALL rooms for EVERY level to prevent instances where the sides of the entity would visually clip into the wall. They should now effectively space themselves from the wall. This new method isn't perfect, I'll work on finding new ways to ensure visual clipping doesn't happen.

    In Version 0.0.3, only Calvin can spawn on Level 2: "Parking", because of the normally long sight-lines present on the level that made playing against Silas rather difficult. This change alters how the Parking level is played. Both Calvin and Silas have an equal chance of spawning on Level 1. Only Silas can spawn on Level 0.

LEVEL

  • Adjusted a few small gaps on Level 0 that players couldn't walk through.

USER INTERFACE

  • Made the application mouse cursor much less transparent.

TASKS

  • Added a brand new task: Keypad

    You can find clipboards scattered across the map with a four-digit code on them, when this task is and isn't present. A clipboard with a code doesn't guarantee this task exists on the level. This is the code you must enter on the keypad. Failing to type in the correct code plays a brief, loud noise. This task rewards the player with 4 credits. I don't have the time nor the methods of doing extensive multiplayer testing and bug fixing for this task. I believe it is in a functional state, as per the testing I am able to perform.

    This was the only task I could fit in within the given time period for the update. As I get more ideas for tasks and level completion, I will work on them.

  • Changed logic flow behind the scenes, again, for the crank task, to hopefully remove client-sided desync and task completion failure bugs.

  • Fixed bug causing all tasks to modify or affect the navigation of the entity AI movement.

  • Decreased the sound range for the Manual Crank by 25%.

MODIFIERS

  • Modifiers now have a specific level-deep unlock, meaning certain intense or more meaningful modifiers will be unlocked the more levels you progress. In addition, the deeper you are in the current run, the greater the chance is that a modifier is marked as permanent.

    Now, some modifiers that actually have positive effects towards a run:

  • Added new modifier: Extra Items

    Spawns a lot more items in the level to increase the potential amount of credits you can get by selling them in the store. Cannot be permanent.

  • Added new modifier: Airdrop

    Adds a chance for all items found in the store to be spawned within the next level. Cannot be permanent.

MOVEMENT

  • Added a brand new, variable movement speed system.

    By using your scroll wheel, you can alter your player's speed when not sprinting to reduce the overall noise you make. You can now slow down to walk extremely slowly and make very little noise, or speed up to a jog where you make a moderate amount of noise. Whilst jogging, your held item does not swing around with the movement animation. The audio range of your player is now controlled directly by the speed of your player, instead of a switch between walking and sprinting.

  • Decreased the maximum sound radius of running footsteps at full speed by about 30%.

  • Fixed bug causing weird collision between players facing each other in multiplayer.

AUDIO

  • The volume of footstep audio is now directly controlled by player speed rather than set values.

ITEMS

  • Adjusted the Airhorn and its value as an in-game item.

    When used next to Calvin, the airhorn now serves as an extremely loud noisemaker to scare him off temporarily and render him unable to kill players for a short period of time. This effect only happens if the airhorn is used in proximity to Calvin; otherwise, it will just attract him like any generic loud noise. The airhorn currently doesn't affect Silas at all; it just attracts him like any other loud noise if he's within the small radius.

  • The Airhorn now only has three uses per airhorn.

    The uses carry over between levels and when dropped to teammates.

  • Added a new system to implement items with limited uses, or consumable items.

  • Increased the price of the airhorn from 5 to 7 credits.

  • Increased the sell value of the airhorn from 2 to 4 credits.

  • Changed the level unlock of the Airhorn from 2 to 3 levels deep.

  • Changed the level unlock of the Escape Detector from 3 to 5 levels deep.

  • Changed the price of the Exit Detector to 20 credits.

  • Increased the price of an extra life from 10 to 20 credits.

  • Increased the weight of the Escape Detector from 3 to 4 lbs.

ANIMATION

  • Adjusted animation timing and blending between player walk and run animations.

UNDER THE HOOD

  • Completely redid how inventory items are processed by the game, expanding the possibilities for new items with unique characteristics.

  • Fixed several small bugs in many different areas of Acatalepsy.

ACATALEPSY GUIDE

I feel the current tutorial in place is janky and doesn't properly explain the process and gameplay of Acatalepsy. The way the tutorial was built also makes it difficult to expand on it as I add new content. For example, the tutorial I had in place includes nothing about the exit lift.

So in the tutorial's place, I have created the Acatalepsy Guide. Accessible from the menu, the Acatalepsy Guide includes information about Tasks, Items, Entities, the Interlude Phase, Modifiers, Movement, and a Basic Strategy. As of now, the guide is relatively basic in format; I have an idea for how I can make it look better, but this works for now.

I feel this new guide will streamline the new-player experience and set a better precedent for new players trying out Acatalepsy.

When creating Calvin, I recorded the entire process from start to finish. I will create a time-lapse beginning with his block-out in modelling software, ending with the final touches to his AI behavior in-engine. I will attempt to audibly fill in exact details of what I'm doing, showing you all how I make new entities for Acatalepsy, and how much detail goes into every creation. I will publish the video when it's finished on the Acatalepsy YouTube channel (aiming for mid-August).

Acatalepsy YouTube channel

Following this update comes the work now on the features outlined for August on the roadmap draft. I would like to make it public that some of these features previously outlined for August will not be finished by the end of the month, and I will focus more on new content rather than additions to existing content or systems. Thanks for your patience.

This update was published, for now, only on the unstable branch. To access it, right-click Acatalepsy in your library, click on Properties, then "Game Versions and Betas", then "Unstable".

Version 0.0.3 Has been pushed to the main branch for public testing.

If you want to directly influence the development of Acatalepsy, ask questions, or just hang out, make sure to join the Discord Server!

Acatalepsy Discord Server

  • Tyler

Source

Steam News / 30 July 2026

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