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Steam News1 November 20258mo ago

Infinite Mansion Demo Update

The Infinite Mansion Demo has been updated! Thanks to all who have tried the demo so far and shared their feedback, based on that feedback we have made the following changes to the Infinite Mansion Demo...

In this update2

Full notes

Full Infinite Mansion update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes2 additions2 changes0 removals
  • UI and audio
  • Balance
  • Server
  • Gameplay
addedThe Infinite Mansion Demo has been updated!"Quality of Life" updates We have overhauled the collision shapes for every object and prop in the game. This should help prevent players getting stuck as they explore the mansion. We have added control hinting in the bottom right hand corner of the screen. This should help player know about all their contextual control options throughout the game (Including the ability to skip lengthy or repetitive VO segments). We have added control input detection, so the images on control commands now switch out to mirror the control input type you are using (keyboard/controller) We updated the keyboard/mouse controls to better utilize the mouse during exploration and combat. Similar to other games that heavily utilize UI in 3D world space (combat menus etc.) we are unable to use mouse hit detection on buttons for those menus and the mouse didn't do much of anything. The mouse now has the following input controls, regardless of context. Left Click: Confirm a selected option. In 3D/combat menus, selections still need to be made using the keyboard, similar to other games that use 3D menus. Right Click: Back/Cancel. Mouse Wheel UP: Advance layered menus or add Cosmic Favor in combat. Mouse Wheel Down: Descend layered menus or subtract Cosmic Favor in combat. Minor tweaks to lighting and rendering during the Start Menu and Mission Wrapup.
addedThe Infinite Mansion Demo has been updated!Combat Improvements System overhaul for Hit/Damage sequence during Combat. The old system was very RNG and stat based, where your stat proficiency with a particular weapon would determine the probability of a hit every time. So, if you had a 60 in Strength, and were using a Strength weapon, you would only hit 60 percent of the time and do a random amount of damage based on the weapon's min/max damage score. The new system flips that, and now compares a random roll to a new "defense" stat on the monster you are attacking. If the roll is higher than the defense (generally between 10-20 for typical monsters) you hit. The damage you do with the weapon is then based on your stat proficiency with that weapon. So if you have a 60 in Strength and are using a Strength weapon, you will do up to 60 percent of the maximum damage with that weapon on a hit. Additionally, if your hit roll is 95 or higher, you hit critically and do max damage, no matter your proficiency. Rebalance of Monster HP. Due to the new Hit/Damage system leading to more hits on monsters overall, we rebalanced monster HP so that combat would stay challenging while feeling more satisfying and visceral to the player. Rebalance of Weapon Damage min/max. Due to your stats now having direct impact on your damage output, we rebalanced weapon damage with a higher range between min/max scores so that players could feel the impact of their choices. Now most weapons hit for a range in the low to mid tens, with legendary weapons having the ability to do over 100 dmg on the high end. (This rebalance was also considered in the monster HP rebalance) Added a "Cosmic Favor" system to combat and exploration. Perhaps the biggest change we've made to the Demo, we added a system where players earn "Cosmic Favor" for exploring the mansion and completing mission goals. They can then spend Cosmic Favor during combat to augment Attack and Defense rolls. This system will help players feel like they have more agency over the tide of combat, and give them an edge during crucial combat moments.
changedWrapping up...If anyone out there would like to keep up to date with Infinite Mansion progress, or have a more direct line of communication with the team, feel free to check out our DISCORD SERVER we'd love to see it more active, but most of all it's just the easiest way to communicate with us.
changedNext up...We will be working on improvements to mansion exploration, including more puzzles, collectables, and hazards players can encounter when exploring The Mansion. These changes will likely be reflected in at least one more Demo update before we march towards our Early Access release.

Infinite Mansion changes

added"Quality of Life" updates We have overhauled the collision shapes for every object and prop in the game. This should help prevent players getting stuck as they explore the mansion. We have added control hinting in the bottom right hand corner of the screen. This should help player know about all their contextual control options throughout the game (Including the ability to skip lengthy or repetitive VO segments). We have added control input detection, so the images on control commands now switch out to mirror the control input type you are using (keyboard/controller) We updated the keyboard/mouse controls to better utilize the mouse during exploration and combat. Similar to other games that heavily utilize UI in 3D world space (combat menus etc.) we are unable to use mouse hit detection on buttons for those menus and the mouse didn't do much of anything. The mouse now has the following input controls, regardless of context. Left Click: Confirm a selected option. In 3D/combat menus, selections still need to be made using the keyboard, similar to other games that use 3D menus. Right Click: Back/Cancel. Mouse Wheel UP: Advance layered menus or add Cosmic Favor in combat. Mouse Wheel Down: Descend layered menus or subtract Cosmic Favor in combat. Minor tweaks to lighting and rendering during the Start Menu and Mission Wrapup.
addedCombat Improvements System overhaul for Hit/Damage sequence during Combat. The old system was very RNG and stat based, where your stat proficiency with a particular weapon would determine the probability of a hit every time. So, if you had a 60 in Strength, and were using a Strength weapon, you would only hit 60 percent of the time and do a random amount of damage based on the weapon's min/max damage score. The new system flips that, and now compares a random roll to a new "defense" stat on the monster you are attacking. If the roll is higher than the defense (generally between 10-20 for typical monsters) you hit. The damage you do with the weapon is then based on your stat proficiency with that weapon. So if you have a 60 in Strength and are using a Strength weapon, you will do up to 60 percent of the maximum damage with that weapon on a hit. Additionally, if your hit roll is 95 or higher, you hit critically and do max damage, no matter your proficiency. Rebalance of Monster HP. Due to the new Hit/Damage system leading to more hits on monsters overall, we rebalanced monster HP so that combat would stay challenging while feeling more satisfying and visceral to the player. Rebalance of Weapon Damage min/max. Due to your stats now having direct impact on your damage output, we rebalanced weapon damage with a higher range between min/max scores so that players could feel the impact of their choices. Now most weapons hit for a range in the low to mid tens, with legendary weapons having the ability to do over 100 dmg on the high end. (This rebalance was also considered in the monster HP rebalance) Added a "Cosmic Favor" system to combat and exploration. Perhaps the biggest change we've made to the Demo, we added a system where players earn "Cosmic Favor" for exploring the mansion and completing mission goals. They can then spend Cosmic Favor during combat to augment Attack and Defense rolls. This system will help players feel like they have more agency over the tide of combat, and give them an edge during crucial combat moments.
changedIf anyone out there would like to keep up to date with Infinite Mansion progress, or have a more direct line of communication with the team, feel free to check out our DISCORD SERVER we'd love to see it more active, but most of all it's just the easiest way to communicate with us.
changedWe will be working on improvements to mansion exploration, including more puzzles, collectables, and hazards players can encounter when exploring The Mansion. These changes will likely be reflected in at least one more Demo update before we march towards our Early Access release.

The Infinite Mansion Demo has been updated!

Thanks to all who have tried the demo so far and shared their feedback, based on that feedback we have made the following changes to the Infinite Mansion Demo...

  • "Quality of Life" updates

    • We have overhauled the collision shapes for every object and prop in the game. This should help prevent players getting stuck as they explore the mansion.

    • We have added control hinting in the bottom right hand corner of the screen. This should help player know about all their contextual control options throughout the game (Including the ability to skip lengthy or repetitive VO segments).

    • We have added control input detection, so the images on control commands now switch out to mirror the control input type you are using (keyboard/controller)

    • We updated the keyboard/mouse controls to better utilize the mouse during exploration and combat. Similar to other games that heavily utilize UI in 3D world space (combat menus etc.) we are unable to use mouse hit detection on buttons for those menus and the mouse didn't do much of anything. The mouse now has the following input controls, regardless of context.

      • Left Click: Confirm a selected option. In 3D/combat menus, selections still need to be made using the keyboard, similar to other games that use 3D menus.

      • Right Click: Back/Cancel.

      • Mouse Wheel UP: Advance layered menus or add Cosmic Favor in combat.

      • Mouse Wheel Down: Descend layered menus or subtract Cosmic Favor in combat.

    • Minor tweaks to lighting and rendering during the Start Menu and Mission Wrapup.

  • Combat Improvements

    • System overhaul for Hit/Damage sequence during Combat.

      • The old system was very RNG and stat based, where your stat proficiency with a particular weapon would determine the probability of a hit every time. So, if you had a 60 in Strength, and were using a Strength weapon, you would only hit 60 percent of the time and do a random amount of damage based on the weapon's min/max damage score.

      • The new system flips that, and now compares a random roll to a new "defense" stat on the monster you are attacking. If the roll is higher than the defense (generally between 10-20 for typical monsters) you hit. The damage you do with the weapon is then based on your stat proficiency with that weapon. So if you have a 60 in Strength and are using a Strength weapon, you will do up to 60 percent of the maximum damage with that weapon on a hit. Additionally, if your hit roll is 95 or higher, you hit critically and do max damage, no matter your proficiency.

    • Rebalance of Monster HP. Due to the new Hit/Damage system leading to more hits on monsters overall, we rebalanced monster HP so that combat would stay challenging while feeling more satisfying and visceral to the player.

    • Rebalance of Weapon Damage min/max. Due to your stats now having direct impact on your damage output, we rebalanced weapon damage with a higher range between min/max scores so that players could feel the impact of their choices. Now most weapons hit for a range in the low to mid tens, with legendary weapons having the ability to do over 100 dmg on the high end. (This rebalance was also considered in the monster HP rebalance)

    • Added a "Cosmic Favor" system to combat and exploration. Perhaps the biggest change we've made to the Demo, we added a system where players earn "Cosmic Favor" for exploring the mansion and completing mission goals. They can then spend Cosmic Favor during combat to augment Attack and Defense rolls. This system will help players feel like they have more agency over the tide of combat, and give them an edge during crucial combat moments.

Wrapping up...

Thanks again to anyone who played the demo and gave us feedback. We are most definitely listening and looking to take it all in and, hopefully, come out the other end with a better game!

If anyone out there would like to keep up to date with Infinite Mansion progress, or have a more direct line of communication with the team, feel free to check out our DISCORD SERVER we'd love to see it more active, but most of all it's just the easiest way to communicate with us.

Lastly, if anyone out there encounters more issues with the Demo, or has thoughts in general, feel free to reach out, either on Discord or the Steam Community. Screenshots and descriptions are always helpful.

Next up...

We will be working on improvements to mansion exploration, including more puzzles, collectables, and hazards players can encounter when exploring The Mansion. These changes will likely be reflected in at least one more Demo update before we march towards our Early Access release.

Source

Steam News / 1 November 2025

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