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Steam News30 September 20259mo ago

The Clever Imp Contemplations #6 - A journey into the minds of helpless mortals

Good day to you, Master! They call me Clever for a good reason, your wickedness! Not that I'm bragging, but I understand almost everything I have to tell you today. For the most part… anyway!

In this update6

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addedGood day to you, Master!They call me Clever for a good reason, your wickedness! Not that I'm bragging, but I understand almost everything I have to tell you today. For the most part… anyway! Our infernal troops stirred the cauldron for a long time, mixing in countless ingredients along with their deep knowledge. Thanks to them, we can now journey into the very core consciousness of our mortal victims and learn more about their motivations, decision-making, and, of course, how to get rid of them once and for all! Let’s mess with their heads, shall we?
changedMortals and their behavior - everything you need to knowOver the last few weeks, the mortals have become somewhat… smarter. That's actually a good thing, as we like challenges, right, master? It turns out their intelligence has changed. Artificial one, but still intelligence.
changedMortals and their behavior - everything you need to knowAs the number of their behaviors, actions and motivations increased, maintaining the old AI system became difficult and error-prone. Many elements were too interdependent from each other, so our evil geniuses decided to introduce fundamental changes to the architecture of the whole mortal thinking system.
addedBehavior Trees… meaning?Behavior Trees offer significantly greater possibilities in terms of configuration and development of mortal behavior, while being easier to use and follow than our previous system. Being as smart as we are, we have introduced tools that allow us to visually see what is going on in each of your victim’s head, making it much easier to detect and fix bugs. Nasty!
addedBehavior Trees… meaning?And so, thanks to these diabolic novelties, changing character behavior or introducing new ones is now much easier, as it can often be done in the editor without the need to interfere with the source code. Messing with mortal minds was never easier!
changedMore changes are on their wayIn the shadows of our laboratories, we are working on further important changes and improvements that you will later be able to use during your evil campaign. Since minds as sharp as mine are needed for the task, I shall depart now, Master. I'll leave you to wonder how you can manipulate, terrify, and scare away the weak minds of our victims… and today’s contemplations will surely give you something to think of! Until we meet again…

Ghost Keeper changes

addedThey call me Clever for a good reason, your wickedness! Not that I'm bragging, but I understand almost everything I have to tell you today. For the most part… anyway! Our infernal troops stirred the cauldron for a long time, mixing in countless ingredients along with their deep knowledge. Thanks to them, we can now journey into the very core consciousness of our mortal victims and learn more about their motivations, decision-making, and, of course, how to get rid of them once and for all! Let’s mess with their heads, shall we?
changedOver the last few weeks, the mortals have become somewhat… smarter. That's actually a good thing, as we like challenges, right, master? It turns out their intelligence has changed. Artificial one, but still intelligence.
changedAs the number of their behaviors, actions and motivations increased, maintaining the old AI system became difficult and error-prone. Many elements were too interdependent from each other, so our evil geniuses decided to introduce fundamental changes to the architecture of the whole mortal thinking system.
addedBehavior Trees offer significantly greater possibilities in terms of configuration and development of mortal behavior, while being easier to use and follow than our previous system. Being as smart as we are, we have introduced tools that allow us to visually see what is going on in each of your victim’s head, making it much easier to detect and fix bugs. Nasty!
addedAnd so, thanks to these diabolic novelties, changing character behavior or introducing new ones is now much easier, as it can often be done in the editor without the need to interfere with the source code. Messing with mortal minds was never easier!

Good day to you, Master!

They call me Clever for a good reason, your wickedness! Not that I'm bragging, but I understand almost everything I have to tell you today. For the most part… anyway! Our infernal troops stirred the cauldron for a long time, mixing in countless ingredients along with their deep knowledge. Thanks to them, we can now journey into the very core consciousness of our mortal victims and learn more about their motivations, decision-making, and, of course, how to get rid of them once and for all! Let’s mess with their heads, shall we?

Mortals and their behavior - everything you need to know

Over the last few weeks, the mortals have become somewhat… smarter. That's actually a good thing, as we like challenges, right, master? It turns out their intelligence has changed. Artificial one, but still intelligence.

As the number of their behaviors, actions and motivations increased, maintaining the old AI system became difficult and error-prone. Many elements were too interdependent from each other, so our evil geniuses decided to introduce fundamental changes to the architecture of the whole mortal thinking system.

From now on, your living foes will utilize a more modular solution, which in fact, is quite popular in the gaming industry - namely Behavior Trees. What are those?

Behavior Trees… meaning?

Behavior Trees offer significantly greater possibilities in terms of configuration and development of mortal behavior, while being easier to use and follow than our previous system. Being as smart as we are, we have introduced tools that allow us to visually see what is going on in each of your victim’s head, making it much easier to detect and fix bugs. Nasty!

And so, thanks to these diabolic novelties, changing character behavior or introducing new ones is now much easier, as it can often be done in the editor without the need to interfere with the source code. Messing with mortal minds was never easier!

More changes are on their way

In the shadows of our laboratories, we are working on further important changes and improvements that you will later be able to use during your evil campaign. Since minds as sharp as mine are needed for the task, I shall depart now, Master. I'll leave you to wonder how you can manipulate, terrify, and scare away the weak minds of our victims… and today’s contemplations will surely give you something to think of! Until we meet again…

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Best regards,

Clever the Imp

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Source

Steam News / 30 September 2025

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