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Full notes
Full Dream Eaters.exe update
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What changed
- Gameplay
- Maps
- Workshop
- Store
- Server
- Performance
Dream Eaters.exe changes
Hello everyone,
Demo V2.0 is finally here! Let's go!
We've uploaded the new demo, and it's by far the biggest update the demo has received so far. Here's what's new:
New Additions
3x bigger map with greatly improved visual quality.
High-quality first-person hands and animations.
New custom player models.
New gadgets, along with reworks of existing ones. For example, the Revive Tool now revives everyone within a certain radius, even through walls, making it much harder for the monster to camp downed players in corridors.
Monsters can now destroy doors, and players can rebuild and repair them using the new Hammer gadget.
New destructible objects that drop coins, which can be used to purchase upgrades and tools.
Slot machines that drop support items such as Revive Kits, Potions, and puzzle items in exchange for coins.
New merchant monsters that sell upgrades in exchange for coins.
New NPC monsters that you can interact with.
Monsters now have unique terror music that plays while chasing players or when nearby.
The game's lore has been completely reworked into something much more interesting.
Major networking improvements: Thanks to local network simulation, camera movement no longer rubberbands even at high ping, and most interactions now feel much smoother regardless of latency.
Better optimization: Despite the larger map and significant visual improvements, performance is now more stable with higher FPS.
Difficulty settings now have a much more noticeable impact, especially the Relaxed difficulty.
No more motion sickness! We removed the fish-eye effect and other uncomfortable visual effects that caused motion sickness.
Environmental audio and sound effects have been polished, with much more balanced volume levels.
Added in-game video tutorials to help new players.
And a few more surprises waiting for you in the demo... hehe.
Bug Fixes
Fixed several crashes, including startup crashes caused by selecting unsupported upscalers, crashes when joining sessions on high ping, and various other stability issues.
Fixed a soft lock in Singleplayer where players couldn't switch to the Revive Tool after being downed unless it was already selected.
And a few other minor bug fixes that aren't worth mentioning here.
What to expect in the full game
Demo V2.0 adds a huge amount of new mechanics and content, but we also feel that the horror aspect became a little weaker. One of our biggest priorities for the full release is making the game much scarier.
Here's what we're planning:
More unique monsters, with the current demo monster also receiving new behaviors such as mimicking other players to create chaos.
More puzzles, especially a new puzzle section coming in the full release that will offer a unique and fun experience unlike what you usually find in other horror games.
More gadgets and an even larger map.
Extraction mechanic: This is one of the major mechanics coming in the full game. Similar to Lethal Company and R.E.P.O., players will need to extract valuable loot to meet a certain quota within a limited number of days.
The full game will use a similar system where players must extract cursed objects to reach their quota within 5 days. However, unlike other similar games, most high-value objects will be obtained by solving puzzles. Players will need to solve as many puzzles as possible each night to collect valuable cursed objects and meet the quota. Lower-tier cursed objects will also be scattered throughout the map for players to collect. The longer players stay in the map, the more dangerous it becomes.
Also, there will be meta progression and sandbox elements that allow players to unlock new cosmetics with unique traits, further increasing replay value.
Please give us feedback on the new Demo V2.0 update after playing it, and let us know your thoughts on the full game roadmap! It will help us shape the full game before release!ːsteamhappyː
Source
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