What changed
0 fixes6 additions5 changes0 removals
- Gameplay
- UI and audio
- Performance
- Events
changedLockers now spawn in Level 1 's procedural rooms, allowing players to hide better from skinstealers.
changedAlso, there was a journal unlock that was not possible to get if you were playing singleplayer : the isolation event one. Now you can unlock it if the event occurs while you are looking at the dead explorer found on Level 1 (the one next to the Windows exit hint).
addedAlso added some props to Level 188 : room number lettering and a new mysterious picture.
changedAlso some performance improvements, the game now supports DirectX12 , but if you have issues or your card doesn't support it, it should fall back automatically to DirectX11 . Let me know if this causes any issues!
addedHopefully this is the last patch for a while. I already started working on Level 3 and it's coming along nicely, I was able to implement a new procedural generation algorithm that allows me to do a lot of interesting stuff while keeping gameplay constraints in check!
addedFull patch notes:Added Locker spawns to Level 1 procedural rooms
Backrooms: Wit's End changes
changedLockers now spawn in Level 1 's procedural rooms, allowing players to hide better from skinstealers.
changedAlso, there was a journal unlock that was not possible to get if you were playing singleplayer : the isolation event one. Now you can unlock it if the event occurs while you are looking at the dead explorer found on Level 1 (the one next to the Windows exit hint).
addedAlso added some props to Level 188 : room number lettering and a new mysterious picture.
changedAlso some performance improvements, the game now supports DirectX12 , but if you have issues or your card doesn't support it, it should fall back automatically to DirectX11 . Let me know if this causes any issues!
addedHopefully this is the last patch for a while. I already started working on Level 3 and it's coming along nicely, I was able to implement a new procedural generation algorithm that allows me to do a lot of interesting stuff while keeping gameplay constraints in check!
Hi everyone, another small patch with some fixes and tweaks:
Lockers now spawn in Level 1's procedural rooms, allowing players to hide better from skinstealers.
Also, there was a journal unlock that was not possible to get if you were playing singleplayer: the isolation event one. Now you can unlock it if the event occurs while you are looking at the dead explorer found on Level 1 (the one next to the Windows exit hint).
Also added some props to Level 188: room number lettering and a new mysterious picture.
Also some performance improvements, the game now supports DirectX12, but if you have issues or your card doesn't support it, it should fall back automatically to DirectX11. Let me know if this causes any issues!
Hopefully this is the last patch for a while. I already started working on Level 3 and it's coming along nicely, I was able to implement a new procedural generation algorithm that allows me to do a lot of interesting stuff while keeping gameplay constraints in check!
Full patch notes:
Added Locker spawns to Level 1 procedural rooms
Isolation event handling with Level 1 dead explorer
Added room number signs to Level 188
Added Maroco painting to Level 188
Added DirectX12 support
Use GPU Instancing for most materials