In this update13
Full notes
Full Ghoul Fright update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Events
- Gameplay
- Performance
- Maps
- UI and audio
Ghoul Fright changes
The demo ends.. But the Ghouls don't!.
THE NIGHT THE DEMO ENDS (The Grand Finale)
You survived the waves, now meet the grand price!
You will face a surprise mysterious Event as a reward.
And after that, you just have 2 Choices
Return to title with your head held high, or
Keep going past Wave 10 and let's see how long you actually last
If you pick the second one, we have something for you.
THERE IS NO WAVE 11, THERE IS WAVE 27! (Endless Mode)
Steam post imageYou wanted more waves. Here are all of them. After you clear Wave 10, the counter stops pretending there's a finish line. Endless Mode drops you into a survival gauntlet where the Ghouls keep coming, harder and weirder, until you stop them or they stop you.
The wave counter goes raw - no more "Wave 7 / 10". Just Wave 27. Just Wave 42. Just however far you got.
Damage scales every wave - by Wave 11 the Ghouls hit you like they remember every insult you've ever thrown
The spawn tier rolls earlier - random mob mixes start kicking in around Wave 5, so even the build-up gets spicy
The leaderboards take any number — Wave 12, Wave 50, doesn't matter. Post your best run. Embarrass your friends!
The demo no longer has an ending. It has an exit.
HUNDREDS OF GHOULS, ONE FRAME (Performance Pass)
You can't have an Endless Mode if the engine quits at Wave 14. We spent this update teaching the game to not panic when the screen fills up. Mobs you can't see do less work. Lights you can't reach turn off. AI ticks that don't need to fire don't fire. None of it is glamorous, but together it's what lets the camera point at a pile of Ghouls instead of a slideshow.
Distant Ghouls stop checking line-of-sight past 60 units (unless they're already mad at you)
Shadows fade past 40 units — the back of the crowd casts less geometry per millisecond
Head-look targets cache for a fifth of a second instead of recalculating every frame
Stranded mobs auto-recover instead of standing in a corner stealing CPU
Procedural mesh chunks batch their destruction so a smashed wall doesn't smash your framerate
The hundredth Ghoul on screen costs us a lot less than he used to. You'll feel it on Wave 30!
MEET THE BAT (New Weapon)
Steam post imageWe added a bat. Hits things. Throws good. The Baseball Bat is a secret weapon you can use — 15 damage, clean knockdown, and the same satisfying thwock you remember from every parking lot you've ever regretted being in. Heavy enough to swing, light enough to throw. Ghouls don't see it coming back the second time either. A wood bat is the simplest tool in the kit. It's also the one that ends the most arguments.
MORE THINGS TO BREAK (Destructibles)
Cardboard boxes — light, stackable, and aerodynamic when introduced to a foot
Wall Warnings — three new variants of the breakable wall texture set, so the perimeter doesn't look the same in every chapter
Wooden barricade walls — nailed shut, paint stripes, fully crumple-on-impact
Tutorial wall break sequence — the tutorial finale now teaches wall destruction in stages, one breakable at a time, instead of pointing at the whole arena and saying "good luck"
If it stands, you can probably knock it over. Try us.
TUTORIALS GREW ARROWS
Focused tutorials used to point at things. Now they point harder. The new tutorial arrow bobs, squashes at the peak, and stays glued to the exact UI element you're learning about — your HP, your skill slot, your energy bar, whatever the tutorial wants you to look at. The arrow goes away the second you actually press the thing. Less reading. More doing. We've been working on this one since v031, and it shows.
WISHLIST, SUPPORT, THANK YOU!
Steam post image
This part isn't a joke. We're a small team. This is the last demo update before the full game. If you've made it this far in the changelog, you've already made our week. We added two buttons to the demo so it's easier to help us out without leaving the game:
A Wishlist button that opens the Steam page right in the overlay
A Support button that drops you into the place where you can help us keep making things and eat good pizza
Click either one if you've enjoyed yourself. Skip them if you haven't. Either way, thank you for playing! (Under the hood, we also wired up Steam Input so your controller routes through Steam's remapping properly, fewer button-bind surprises across devices.)
NEW BANGERS (Audio)
OST_AmenStinger + STINGER_AmenFinale — new musical hits for the demo ending, tuned to land on the camera cuts
DJScratch — for whenever the game very briefly wants to remember it has a sense of humor
Crashes / Explosions — destruction pack, custom-built for the finale too
NewCombat_MetalHit1 — a fresh metal-on-bone hit quietly slipped into the melee pool
LITTLE THINGS THAT MAKE A BIG DIFFERENCE
Localization — another full pass across English, Spanish, and Japanese for the new ending, endless mode, and tutorial arrows
Title screen polish — small touches, big vibe
Cutscene system refactor — every cutscene in the game now flows through the same playback pipeline as the demo ending. Cleaner code, more consistent timing.
Combat sensor + body joint tweaks — fewer"wait, that should have hit"moments
WHAT'S COOKING
We're not done. Two big things are still warming up: Coop Mode — bring a friend. The infrastructure landed in this build, but playable coop tests are the next demo update. The full game will scale it up to four players doing the boot work together. The Ghouls are not going to enjoy this. FrightGear — still the big one we've been promising since v031. The deep customization hub. The 3D preview rig you can spin around. The cosmetic overrides for when fashion beats stats. It's coming. It's getting prettier every week.
The demo had to end somewhere. You picked the only good way out.
Ghoul Fright v0.3.3 — The Final Demo Update
Source
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