In this update2
Full notes
Full Fearwoods update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Performance
- Fixes
- Balance
- UI and audio
Fearwoods changes
📢 Patch Notes – 25/02/2026 – Latest Update
Hey everyone! Here’s what’s new in the latest Fearwoods demo update:
✅ Fixes & Improvements:
📍 Improved GPS Spawn Distribution Reduced the number of GPS fragment spawns inside the asylum and improved overall spawn balance so locations randomize more evenly across the map.
🏚️ Trap Spawner Fixes (Part 1) Started fixing trap spawners inside buildings to prevent the demon from appearing inside walls. There are many of these cases across the map, so fixes are being implemented progressively and will continue in upcoming patches. As a solo developer, I’m addressing them step by step to ensure stability.
🎮 DirectX / Landscape Texture Fix Implemented a fix aimed at resolving landscape texture issues on older DirectX versions. This should improve rendering stability on affected systems.
👹 Collision Cleanup Removed several unnecessary collision objects that were interfering with the demon’s ability to properly chase players.
🧭 Compass Logic Rework
Changed compass behavior - the movement range is now consistently distance-based instead of randomly shrinking. The mechanic should now feel more readable and predictable.
👁️ Spectator Mode Fix
Applied a fix for spectator mode - it should now launch without the black screen issue.
🔥 Damage Feedback VFX Added Added a visual effect that clearly shows when the demon is taking damage from strong light exposure.
🔧 Currently In Progress – Ongoing Improvements:
🏚️ Trap Spawner Fixes (Continuation) More interior trap spawn corrections are coming. Due to the large number of spawn points across the map, this process will continue patch by patch to ensure everything works correctly.
❤️ Chase & Hunt Audio Update After activating the GPS during a chase phase, the player will only hear their own heartbeat to improve clarity and tension.
👣 Player Footstep Audio Distance Adjustment Reducing the audible distance between player footsteps for better spatial balance.
🚁 Helicopter Audio Range Increase Increasing the distance at which the helicopter can be heard during extraction.
👣 Surface-Based Footsteps (Implementation Ongoing) Adding dedicated footstep sounds for both players and the demon on:
Concrete surfaces
Wooden surfaces
Sand surfaces
🔊 Footstep Audio Variation System Improving the footstep sound queue system to reduce repetitive audio playback and make movement sound more natural.
🔥 Damage VFX Scaling Improvements Working on improving the scaling and intensity frequency of the demon damage VFX for better visual feedback.
🛠️ Build Number Display Adjustment Working on improving the build number display in the bottom-left corner. It will be changed to a universal text format so it no longer requires localization for every supported language.
Thank you all for your feedback and the incredibly warm reception of the game. It truly means a lot to me and gives me huge motivation to keep pushing forward. Even pulling late nights to deliver new patches and improvements.
If you haven’t joined yet, I warmly invite you to become part of our Discord community. Your feedback, ideas, and bug reports directly shape the future of Fearwoods.
See you in the forest 🌲🔥
Source
Changelog.gg summarizes and formats this update. How we read updates.
