Full notes
Full Midnight Murder Maze update
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What changed
- Performance
- Gameplay
Midnight Murder Maze changes
To all the folks in the US, happy Labor Day! Hope you have a good holiday and get plenty of time in front of your Steam backlog!
As of this weekend we will be one month away from the release of Midnight Murder Maze 1.0, or our full release. EA has been great because we've heard from lots of our players about how to improve or, better yet, how much fun they've been having!
So what will RSS be doing until then? Well, we have a few more polish stories in our backlog, a huge performance pass is part of that, and lots of new traps. I mean lots. We've been analyzing what a player's experience is inside of a maze and what things, what tools the player has to control their run. How does the player learn about the maze, what info is available? Then we've designed hazards to reduce, challenge or outright remove those tools. But, at the same time we're building powerups that can counter those hazards. The goal is a systems-driven experience where the player is constantly having to adjust their run strategies to take new conditions into consideration.
Plus, it's hella fun to design new ways to kill our players. :)
At any rate, we're still here, even if we might go a bit quiet. Not Team Cherry quiet, mind you.
Cheers,
LazySumo
Source
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