Full notes
Full Don't Stop In Red Wood update
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What changed
- UI and audio
- Store
- Gameplay
- Fixes
- Balance
- Security
Don't Stop In Red Wood changes
This update focuses on technical polish, atmospheric sound design, and the resolution of mechanical inconsistencies across Chapters 1 and 2.
Visuals and Environment
Character Model Refinement: Sarah Miller’s textures have been updated, featuring reduced saturation and increased skin tone brightness for better integration with the game's lighting.
Lighting and Color Grading: Implemented a new color palette for both day and night cycles to enhance realism and visual contrast.
Environment Overhaul: Updated basement wall textures and a complete modification of the Market area for increased detail.
Camera Dynamics: Added camera shake and movement scripts to previously static cutscene cameras.
Draw Distance: Increased the camera draw distance for the Green Squirrel area in Chapter 2.
SkyBox Correction: Resolved a visual bug where the SkyBox would leak through the environment during the final car sequence.
Gameplay and Mechanics
Movement Tuning: Adjusted player movement speed in specific scenes to better align with the narrative pacing.
Camera Systems: When playing in Cinematic/Fixed Camera mode, the perspective now automatically switches to First-Person during the basement escape for improved navigation.
Interaction Accuracy: Fixed item pickup issues in the Statue Room and Basement when using Fixed/Cinematic camera modes. Interaction distances have been recalibrated for consistency across all camera perspectives.
Vehicle Interface: Added an on-screen overlay for vehicle controls and a prompt for exiting the car at the gas station.
NPC Intelligence: Implemented AI routines for NPCs in the Chapter 2 house sequence, ensuring they no longer remain static.
Audio and Sound Design
Audio Mixing: Increased the volume of the car radio and updated the opening menu music.
Expanded Soundtrack: Added new suspense tracks for basement exploration, a dedicated theme for the generator search, and ambient tension tracks for moments when the player is not being actively pursued.
Combat Audio: New sound effects added to the final confrontation between Officer Jake Rourke and Alden Vex.
Narrative and Scene Polishment
Script and Dialogue: Added a voice line for Jake Rourke upon discovering blood on the abandoned vehicle.
Visual Continuity: Alden Vex now correctly holds a knife during the experiment room cutscene.
Scene Logic: Jake Rourke now automatically rotates toward the house following the window gunshot sequence.
Environmental Storytelling: Added a visual cue indicating that the homeowners' bedroom door is locked, providing a narrative hint of Alden's presence.
Document Fidelity: Replaced textures for diary pages and notes for improved legibility and immersion.
Bug Fixes
User Interface: Fixed a bug where the inventory cursor would render beneath UI overlays.
Gameplay Logic: Resolved an exploit that allowed players to pause the game during the arrow puzzle.
Cutscene Interaction: Fixed the interaction prompt visibility during the radio cutscene at the end of Chapter 2.
General: Stabilized various event triggers and audio scripts.
Source
Changelog.gg summarizes and formats this update. How we read updates.
