Full notes
Full HorrorDriven: A story for the road update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Performance
- Fixes
HorrorDriven: A story for the road changes
Another update is out! The goal of this update is to give each player greater customization options for how challenging they want different parts of the game to be.
As always your feedback is very important so please let us know what you think of these changes.
Gameplay changes
Enemy difficulty and survival difficulty has been split into two different settings. You can now set different difficulties on each of those two parts if you prefer either part to be easier or harder.
Survival difficulty has three different settings to choose from and affects stress gain (in the full game), the amount of damage you receive from other sources than enemies, hunger rate, and amount of items dropped on death. For survival difficulty: "Normal" difficulty setting is the previous default values.
Puzzle difficulty settings have been added. You can now also choose how challenging you want the puzzles to be. As of now there are three different difficulties,"easy","normal" and "hard". The previous default value for the demo is now the "normal" difficulty setting. This gives you the option to also choose to play with more difficult puzzles than before, or easier, if that is what you prefer.
Added more sounds to the enemies and reworked many of the enemy sounds to make them scarier.
Optimized materials loading during runtime to remove some fps drops.
Players will now be informed if they have unsaved settings in the settings menus.
Bug fixes
Fixed an animation bug for when an enemy gets caught in the same beartrap twice.
Fixed a bug with the container which holds the players lost items after death not behaving correctly while using quick transfer.
Source
Changelog.gg summarizes and formats this update. How we read updates.
