Repeated intro
Hey everyone, another small patch I wanted to push before the weekend ends. This one focuses on some environment updates, tweaks to the ending popup based on feedback, and a few balance changes I’d like to test regarding sanity loss when witnessing a player kill and sanity recovery rates from items.
What changed
0 fixes2 additions4 changes0 removals
changedHey everyone, another small patch I wanted to push before the weekend ends. This one focuses on some environment updates, tweaks to the ending popup based on feedback, and a few balance changes I’d like to test regarding sanity loss when witnessing a player kill and sanity recovery rates from items.
addedI’ll post a longer update next week with a rough roadmap of upcoming features and improvements, I want to finish polishing the remaining content and add some accessibility settings that I’ve already received feedback on.
changedFull patch notes:Sanity changes: Almond water Sanity recovery: [c]8+(20%missingSanity) -> 6+(20%missingSanity)[/c] (just decreased a bit base value) Medkit Sanity recovery: [c]10 -> 8[/c] Sanity loss on kill seen close: [c]10 -> 15[/c] Sanity loss on kill seen far: [c]5 -> 8[/c]
addedFull patch notes:Added more props and lockers to Level 1 hallways
changedFull patch notes:Improved ending statement
changedFull patch notes:Tweaked a bit Level 2 generation, now higher chance of "dark path left" tile
[c]10→8↓[c] decreased, nerf[c]10→15↑[c] increased, buff[c]5→8↑[c] increased, buffBackrooms: Wit's End changes
changedHey everyone, another small patch I wanted to push before the weekend ends. This one focuses on some environment updates, tweaks to the ending popup based on feedback, and a few balance changes I’d like to test regarding sanity loss when witnessing a player kill and sanity recovery rates from items.
addedI’ll post a longer update next week with a rough roadmap of upcoming features and improvements, I want to finish polishing the remaining content and add some accessibility settings that I’ve already received feedback on.
changedSanity changes: Almond water Sanity recovery: [c]8+(20%missingSanity) -> 6+(20%missingSanity)[/c] (just decreased a bit base value) Medkit Sanity recovery: [c]10 -> 8[/c] Sanity loss on kill seen close: [c]10 -> 15[/c] Sanity loss on kill seen far: [c]5 -> 8[/c]
addedAdded more props and lockers to Level 1 hallways
changedImproved ending statement
The ending popup now shows how many levels you haven’t explored yet, in case players reach the ending without seeing all levels due to alternate paths and similar factors.
I’ll post a longer update next week with a rough roadmap of upcoming features and improvements, I want to finish polishing the remaining content and add some accessibility settings that I’ve already received feedback on.
Thanks for all the feedback you’re sending my way. I’m noting everything down, and I’ll get to it all eventually.
Full patch notes:
Sanity changes:
Almond water Sanity recovery:
[c]8+(20%missingSanity) -> 6+(20%missingSanity)[/c] (just decreased a bit base value)
Medkit Sanity recovery: [c]10 -> 8[/c]
Sanity loss on kill seen close: [c]10 -> 15[/c]
Sanity loss on kill seen far: [c]5 -> 8[/c]
Added more props and lockers to Level 1 hallways
Localized hint to Level 188 in Level 1
Improved ending statement
Tweaked a bit Level 2 generation, now higher chance of "dark path left" tile