Hey guys! It's update time for the Demo! I've reworked the entirety of Episode 1 Act 1 with new decorations, materials and destructible props. Also reworked the blood effects & made the gore sounds thumpier!
Full notes
Full Bane Murrain update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey guys! It's update time for the Demo! I've reworked the entirety of Episode 1 Act 1 with new decorations, materials and destructible props. Also reworked the blood effects & made the gore sounds thumpier! Alongside this there's a bunch of quality improvements, reducing the stuff running in the background & the size of enemy objects to make everything run smoother. Also a new chainsaw upgrade!
What changed
3 fixes1 addition1 change0 removals
UI and audio
Security
Gameplay
addedHey guys! It's update time for the Demo! I've reworked the entirety of Episode 1 Act 1 with new decorations, materials and destructible props. Also reworked the blood effects & made the gore sounds thumpier! Alongside this there's a bunch of quality improvements, reducing the stuff running in the background & the size of enemy objects to make everything run smoother. Also a new chainsaw upgrade!
fixedGENERAL GAME CHANGES - More credits tweaks - Revamped all Gore & Gibbing SFX! - Tweaked credits a tad - Added button to join Discord and follow on Twitter - Fixed Issues loading game into tutorial - Increased menu loading screen cover to cover all screen edges - Various particles now destroy themselves after use instead of deactivating - Retweaked Blood Shinyness to be more vibrant - Added a level restart button to the pause menu - Tweaked the Hanahakill & Blood Wisp targetting to actually aim at the player properly - Starting default game FOV is no 94 'cause of Henry - Main Menu music fades out on game load - Added Frost effects to every enemy - The GUTTER (Chainsaw) can now be updated - Moved 'Intruder Mode' setting to a pre-campaign modifiers section - All enemies can be frozen into ice cubes now lmfao - Added Tyrone to the game - Added extra lives to the game - Removed the 'BioStriker' Enemy - Added a levelling XP bar to the top of the HUD (toggleable in options) - Transparent Depth Prepass enabled on Fence materials to improve rendering - Tweaked flashlight for improved visibilty in some levels (and less in others) - Spinning fans get bloodied upon gibbing an enemy - Added a circular countdown to Explosive Barrels - Exploding Barrels have a warning sign sticker now - Exploding Barrels spawn at randomised rotations
fixedCAMPAIGN CHANGES misc - The Pause Button works in the new tutorial now - Fixed exploit where Essence could be regained by leaving and loading saferoom - Added achievements for upgrading guns (general upgrade + all current guns upgradable) - Added an achievement for dying in the tutorial like an idiot - Added 'New Game Plus' modifier - Added achievements for talking to Alyssa & Zeph - Saferoom items & health now save properly - Saferoom Terminal isn't active until entry dialogue is complete now - Saferoom Dialtone dialogue is now skippable - Removed the extra space on the 2nd dialogue options (idk why it was there) - Added a kettle & nice rug to the saferoom
fixedepisode1 act1 (demo act) - For lag and progression reasons, the Cafeteria Tables are now bolted to the ground [p1] - Achievement added for finishing without the Yellow Keycard [Ep1] - Added an extra life somewhere [p1] - Actually finally added Alyssa image to the Dialtone HUD [p1] - Tweaked SMG 1 Secret bounds to prevent wall clipping [p1] - Added a bunch more wall decals and decorations [p1] - Tweaked the positioning of multiple copper wall-linings [p1] - Tweaked exposure adjustment to better suit flashlight visibility [p1] - Removed some monster walls to prevent softlocking [p2] - Put silly warning signs about [p2] - Extra decorative electrical components and breakable props [p2] - Reduced general lagginess from NPCs [p3] - Added a new skip tactic [p3] - Drastically tweaked decorations & expanded on level [p3] - Changed lighting brightness in certain locations [p1] - Added railings to the grassy segments [p1] - Fixed the text popup on the exit blast doors properly [p1]
addedHey guys! It's update time for the Demo! I've reworked the entirety of Episode 1 Act 1 with new decorations, materials and destructible props. Also reworked the blood effects & made the gore sounds thumpier! Alongside this there's a bunch of quality improvements, reducing the stuff running in the background & the size of enemy objects to make everything run smoother. Also a new chainsaw upgrade!
fixedGENERAL GAME CHANGES - More credits tweaks - Revamped all Gore & Gibbing SFX! - Tweaked credits a tad - Added button to join Discord and follow on Twitter - Fixed Issues loading game into tutorial - Increased menu loading screen cover to cover all screen edges - Various particles now destroy themselves after use instead of deactivating - Retweaked Blood Shinyness to be more vibrant - Added a level restart button to the pause menu - Tweaked the Hanahakill & Blood Wisp targetting to actually aim at the player properly - Starting default game FOV is no 94 'cause of Henry - Main Menu music fades out on game load - Added Frost effects to every enemy - The GUTTER (Chainsaw) can now be updated - Moved 'Intruder Mode' setting to a pre-campaign modifiers section - All enemies can be frozen into ice cubes now lmfao - Added Tyrone to the game - Added extra lives to the game - Removed the 'BioStriker' Enemy - Added a levelling XP bar to the top of the HUD (toggleable in options) - Transparent Depth Prepass enabled on Fence materials to improve rendering - Tweaked flashlight for improved visibilty in some levels (and less in others) - Spinning fans get bloodied upon gibbing an enemy - Added a circular countdown to Explosive Barrels - Exploding Barrels have a warning sign sticker now - Exploding Barrels spawn at randomised rotations
fixedCAMPAIGN CHANGES misc - The Pause Button works in the new tutorial now - Fixed exploit where Essence could be regained by leaving and loading saferoom - Added achievements for upgrading guns (general upgrade + all current guns upgradable) - Added an achievement for dying in the tutorial like an idiot - Added 'New Game Plus' modifier - Added achievements for talking to Alyssa & Zeph - Saferoom items & health now save properly - Saferoom Terminal isn't active until entry dialogue is complete now - Saferoom Dialtone dialogue is now skippable - Removed the extra space on the 2nd dialogue options (idk why it was there) - Added a kettle & nice rug to the saferoom
fixedepisode1 act1 (demo act) - For lag and progression reasons, the Cafeteria Tables are now bolted to the ground [p1] - Achievement added for finishing without the Yellow Keycard [Ep1] - Added an extra life somewhere [p1] - Actually finally added Alyssa image to the Dialtone HUD [p1] - Tweaked SMG 1 Secret bounds to prevent wall clipping [p1] - Added a bunch more wall decals and decorations [p1] - Tweaked the positioning of multiple copper wall-linings [p1] - Tweaked exposure adjustment to better suit flashlight visibility [p1] - Removed some monster walls to prevent softlocking [p2] - Put silly warning signs about [p2] - Extra decorative electrical components and breakable props [p2] - Reduced general lagginess from NPCs [p3] - Added a new skip tactic [p3] - Drastically tweaked decorations & expanded on level [p3] - Changed lighting brightness in certain locations [p1] - Added railings to the grassy segments [p1] - Fixed the text popup on the exit blast doors properly [p1]
Maybe consider giving the demo another run-through, because it's quite different! Anyways here's the full changelog...
v0.8.5 Changelog:"Switching things Up!"
GENERAL GAME CHANGES - More credits tweaks - Revamped all Gore & Gibbing SFX! - Tweaked credits a tad - Added button to join Discord and follow on Twitter - Fixed Issues loading game into tutorial - Increased menu loading screen cover to cover all screen edges - Various particles now destroy themselves after use instead of deactivating - Retweaked Blood Shinyness to be more vibrant - Added a level restart button to the pause menu - Tweaked the Hanahakill & Blood Wisp targetting to actually aim at the player properly - Starting default game FOV is no 94 'cause of Henry - Main Menu music fades out on game load - Added Frost effects to every enemy - The GUTTER (Chainsaw) can now be updated - Moved 'Intruder Mode' setting to a pre-campaign modifiers section - All enemies can be frozen into ice cubes now lmfao - Added Tyrone to the game - Added extra lives to the game - Removed the 'BioStriker' Enemy - Added a levelling XP bar to the top of the HUD (toggleable in options) - Transparent Depth Prepass enabled on Fence materials to improve rendering - Tweaked flashlight for improved visibilty in some levels (and less in others) - Spinning fans get bloodied upon gibbing an enemy - Added a circular countdown to Explosive Barrels - Exploding Barrels have a warning sign sticker now - Exploding Barrels spawn at randomised rotations
CAMPAIGN CHANGESmisc - The Pause Button works in the new tutorial now - Fixed exploit where Essence could be regained by leaving and loading saferoom - Added achievements for upgrading guns (general upgrade + all current guns upgradable) - Added an achievement for dying in the tutorial like an idiot - Added 'New Game Plus' modifier - Added achievements for talking to Alyssa & Zeph - Saferoom items & health now save properly - Saferoom Terminal isn't active until entry dialogue is complete now - Saferoom Dialtone dialogue is now skippable - Removed the extra space on the 2nd dialogue options (idk why it was there) - Added a kettle & nice rug to the saferoom
episode1 act1 (demo act) - For lag and progression reasons, the Cafeteria Tables are now bolted to the ground [p1] - Achievement added for finishing without the Yellow Keycard [Ep1] - Added an extra life somewhere [p1] - Actually finally added Alyssa image to the Dialtone HUD [p1] - Tweaked SMG 1 Secret bounds to prevent wall clipping [p1] - Added a bunch more wall decals and decorations [p1] - Tweaked the positioning of multiple copper wall-linings [p1] - Tweaked exposure adjustment to better suit flashlight visibility [p1] - Removed some monster walls to prevent softlocking [p2] - Put silly warning signs about [p2] - Extra decorative electrical components and breakable props [p2] - Reduced general lagginess from NPCs [p3] - Added a new skip tactic [p3] - Drastically tweaked decorations & expanded on level [p3] - Changed lighting brightness in certain locations [p1] - Added railings to the grassy segments [p1] - Fixed the text popup on the exit blast doors properly [p1]
ENDLESS MODE CHANGES - Tweaked Spawn Numbers
That's all for now! If you've read this far, thanks for the interest in the game! Have a nice day y'all - Elias