Full notes
Full Ghostist update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Compatibility
- Maps
- Fixes
Hello dear paranormal friends! I know you have become great ghostists on your journey through the betaphase of this game. Now it´s time to really get to work. There is a lot of new stuff here, so strap in:
What is new?
added a new level
added new control scheme
rebalanced everything(but you beta testers get to keep your saves and all that money)
changed the glowsticks a lot - they are now a toy ghosts enjoy to hate
improved ghost hunting and wandering AI
added statistics so you can keep track of your progress
added upgrades to your base (earn 'em by doing a good job)
added cheats for development but left them in for fun-try to find them!
got real happy
improved existing maps
got the nicest betatesters in the world
What got fixed?
had a talk with ghosts about their trips into walls(thanks corestrategy!)
made the flashlight stop bending the laws of physics
made the ghosts a little less snackish
stopped the tutorial from invading missions(thanks michael and corestrategy!)
got rid of the foggy indoors(thanks, yusuf!)
What now?
We´re very happy about this v1.0 release, every planned feature is now implemented. Now you, the community, can help to sculpt new ideas and give your feedback so more people can enjoy Ghostist:)
If you have any problems don´t hesitate to contact us via Instagram or our Subreddit r/Ghostist. There is one week left before release (2nd of March, next Tuesday), that should be enough time to discover and fix potential bugs. Thanks for your support so far, you´re really what kept me going, taxicomics
Source
Changelog.gg summarizes and formats this update. How we read updates.
