Update log
Full DON'T SCREAM update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey, Screamers!
Extracted changes
- Gameplay
- UI and audio
Halloween is creeping up, and we've got a real treat for you. We're incredibly proud to announce that DON'T SCREAM has officially launched out of early access and into its full 1.0 release! We've been carefully reviewing all your feedback, and this update is packed with massive improvements, fixes, exciting changes, and terrifying new features! Everything, and we mean everything about the game, has significantly improved.
A huge thank you to all of you who have helped us shape DON'T SCREAM into what it is now. We truly couldn't have done it without your incredible support and feedback! The forest has undergone a serious transformation since your last visit, so let me walk you through some of the biggest changes: (TL;DR version below)
TL;DR
Vastly improved performance for smoother gameplay
Enhanced scares with better models, animations, effects, and sounds
Improved pacing of scares, with a greater focus on tension and buildup
- CosmeticEach playthrough is much more dynamicno two games will be the same!
Dozens of new places to explore in the forest, and existing areas look much better
Additional gameplay and graphics settings
Completely redesigned sound for a more immersive experience (including binaural audio scares)
Hugely improved microphone calibration
Hunters can now kill the player
New environmental dangers
Relics to find to incentivise replayability
Steam Trading Cards and Steam Achievements
New battery mechanic to make things more challenging
Completely overhauled user interface that's easier to use
Progress page where players can track their discoveries
Improved environmental storytelling
Game now has much more replayability
Added Arachnophobia mode to the Gameplay options
Whispering or triggering sounds in the environment can alert nearby hunters
Many fixes
IMPROVED SCARES
We've put a tremendous amount of effort into making the game more focused on tension and suspense, rather than relying on constant jump scares. With the new "Scare Director" system, each playthrough is unique and far more dynamic. Expect to be on the edge of your seat for the entire 18-minute experience. We've also enhanced the scare sequences with improved character models, animations, visual effects, and sounds!

BATTERIES
To survive the night, you'll need to find batteries scattered throughout the environment. Batteries are used to discover new locations, encourage exploration, and provide a clear objective. However, we didn't want finding them to become frustrating. We've carefully balanced the number of available batteries with the need to stay vigilant about your power levels, creating a challenging yet rewarding experience.

HUNTERS
The forest is a living entity, and it's watching your every move... Multiple enemy types now inhabit the woods, each with unique hunting styles. Some will stalk you from the shadows, others will charge with terrifying speed, and some might even do both! We won't spoil the surprises, but be prepared to encounter new threats... Remember, whispering or making noise can alert nearby hunters!

ENVIRONMENTAL DANGERS
Watch your step! The forest is riddled with hidden dangers that can end your journey in an instant. Your voice isn't the only thing you need to worry about now...

ENVIRONMENTAL STORYTELLING
One of the biggest takeaways from early access was the need for stronger environmental storytelling. We've built a world that draws you in and makes you question, "What happened here?" This deeper level of immersion creates a greater sense of tension and intrigue as you explore the unsettling remnants of the forest's past.

LOCATIONS
The forest has
Source