New version update today thanks to all our play testers! ⚖️ Overall Balance Adjustments • Drop rates for common monster items were increased. (30% > 80%) • The "Bully" enemy type now has a rare item drop.
Full notes
Full Noxia Somnia update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
2 fixes2 additions2 changes0 removals
Balance
UI and audio
Fixes
Gameplay
addedNew version update today thanks to all our play testers! ⚖️ Overall Balance Adjustments • Drop rates for common monster items were increased. (30% > 80%) • The "Bully" enemy type now has a rare item drop. (Medkit, about a 10% chance.) • The range on all weapons has been buffed by about 15%. • Flashlight heals stress faster on all modes. • The first boss now drops Experience Shards and Coins when killed. • Helpful items have been placed around Act 1, and some existing items have been relocated. • Consumable invulnerability window has been reduced. (0.5s > 0.3s) • Default stamina recharge rate increased by 5/s on all modes. • Stress healing base value is increased by roughly 5-10% to make stress management easier. • The clocks for the "Time Is Key" puzzle now glow. • Hitting crates with melee weapons is no longer framerate dependent.
changed🔦 Face Your Fears Adjustments • Stress heals an additional 10% faster on Face Your Fears. 👿 Nightmare Mode Adjustments • Player takes 20% less damage on Nightmare now. 💀 Ultimate Nightmare Mode Adjustments • Player takes 275% damage now instead of 250%. • IFrames reduced from 0.2s to 0.15s. • Stress heals an additional 10% faster on Ultimate Nightmare.
changed🐛 Resolved Bugs • Soul of Recovery is now working as intended. • Calm Mind I will no longer increase the stress that the player takes. • Fixed an incorrect prompt in the key bind menu. • Most menus now work on 16:10 aspect ratio. • At 200+ FPS, hitting crates with melee weapons should be more consistent. • Graduate can no longer be despawned in the first part of Act 1 by going through specific doors. • The Graduate will no longer cancel entering a door due to Level 2 Exposure Status. • Additionally, the "close door" sound for the AI is much more obvious now. • The Graduate's AI is improved and they will no longer camp the Teacher's Lounge. • Summons (Greg, Scholar) will no longer attack enemies while they should be frozen. • Soul of Vigor will no longer provide health regeneration when interacting with objects. • Summon: Scholar can now hit moving enemies more consistently. • Player can now pet the Greg summon. • Tristan's movement speed calculation with certain skills was incorrect, and has been fixed.
fixed🎨 Graphical Adjustments & Fixes • Floating tutorial keyboard prompts now fade out. • Sprite masking error in intro forest has been fixed. • Using the taser now short circuits the flashlight for a few seconds. • HUD improved. • Act 1 decorative objects improved. (Science Lab cabinets, tables, sink, speakers, etc.) • Lamps can be toggled on and off by interacting with them. • Visual indicator has been added for taser charge. • Taser will not charge or play the sound when you do not have the taser module in your inventory. • Exposure Gauge, Settings menu now have animations for entry. • Safe has full SFX, as well as prompts now. • New red glow near the exposure meter that indicates how close the monster is to the player. • Stress is much more obvious now (There is a glow from the HUD that intensifies as stress increases. At 50%, it prompts to enable the flashlight) • Collectables and Soul pickups are now much more obvious. (They appear as a larger, separate notification with the ability for the player to hold inventory to show the menu they are in.) • Interact prompts now have some animations for fading in. • Added a prompt on the main menu. • Tristan has a new effect for when the taser is charged.
fixed📜 Text • The voices that talk while Tristan is unconscious in the first scene now have voices. • When the teacher is transforming into The Graduate, their name now changes as intended. • Tutorial in Act 1 adjusted, player is no longer told to upgrade before they unlock the ability to. • A reminder about turning off the light to attack has been added outside the school. • Added a tutorial about the different types of item pickups in the intro. • Weird pause in the Prologue's cafeteria scene fixed. • Guide not spawning before talking in acrobat soul scene fixed. • "Death" changed to "Regret" • "Miscellaneous" changed to "Other" • A lot of collectables have been rewritten. (Bloodstained Note, Old Essay, Worn Scissors, etc.) • More scenes, and a significant amount of dialogue, have changed in Ultimate Nightmare mode. • Ultimate Nightmare no longer tells the player that fighting the patrolling monster is an option. • Some text color changed from Dark Blue to Light Blue to be more readable.
added🏫 Level Design • Merchant now sells "School Safe Codes", and safes have been added that contain helpful items. • You can now interact with most of the lamps in the intro. 💡
• IFrames0.2s→0.15s↓• IFrames decreased, nerf
Noxia Somnia changes
addedNew version update today thanks to all our play testers! ⚖️ Overall Balance Adjustments • Drop rates for common monster items were increased. (30% > 80%) • The "Bully" enemy type now has a rare item drop. (Medkit, about a 10% chance.) • The range on all weapons has been buffed by about 15%. • Flashlight heals stress faster on all modes. • The first boss now drops Experience Shards and Coins when killed. • Helpful items have been placed around Act 1, and some existing items have been relocated. • Consumable invulnerability window has been reduced. (0.5s > 0.3s) • Default stamina recharge rate increased by 5/s on all modes. • Stress healing base value is increased by roughly 5-10% to make stress management easier. • The clocks for the "Time Is Key" puzzle now glow. • Hitting crates with melee weapons is no longer framerate dependent.
changed🔦 Face Your Fears Adjustments • Stress heals an additional 10% faster on Face Your Fears. 👿 Nightmare Mode Adjustments • Player takes 20% less damage on Nightmare now. 💀 Ultimate Nightmare Mode Adjustments • Player takes 275% damage now instead of 250%. • IFrames reduced from 0.2s to 0.15s. • Stress heals an additional 10% faster on Ultimate Nightmare.
changed🐛 Resolved Bugs • Soul of Recovery is now working as intended. • Calm Mind I will no longer increase the stress that the player takes. • Fixed an incorrect prompt in the key bind menu. • Most menus now work on 16:10 aspect ratio. • At 200+ FPS, hitting crates with melee weapons should be more consistent. • Graduate can no longer be despawned in the first part of Act 1 by going through specific doors. • The Graduate will no longer cancel entering a door due to Level 2 Exposure Status. • Additionally, the "close door" sound for the AI is much more obvious now. • The Graduate's AI is improved and they will no longer camp the Teacher's Lounge. • Summons (Greg, Scholar) will no longer attack enemies while they should be frozen. • Soul of Vigor will no longer provide health regeneration when interacting with objects. • Summon: Scholar can now hit moving enemies more consistently. • Player can now pet the Greg summon. • Tristan's movement speed calculation with certain skills was incorrect, and has been fixed.
fixed🎨 Graphical Adjustments & Fixes • Floating tutorial keyboard prompts now fade out. • Sprite masking error in intro forest has been fixed. • Using the taser now short circuits the flashlight for a few seconds. • HUD improved. • Act 1 decorative objects improved. (Science Lab cabinets, tables, sink, speakers, etc.) • Lamps can be toggled on and off by interacting with them. • Visual indicator has been added for taser charge. • Taser will not charge or play the sound when you do not have the taser module in your inventory. • Exposure Gauge, Settings menu now have animations for entry. • Safe has full SFX, as well as prompts now. • New red glow near the exposure meter that indicates how close the monster is to the player. • Stress is much more obvious now (There is a glow from the HUD that intensifies as stress increases. At 50%, it prompts to enable the flashlight) • Collectables and Soul pickups are now much more obvious. (They appear as a larger, separate notification with the ability for the player to hold inventory to show the menu they are in.) • Interact prompts now have some animations for fading in. • Added a prompt on the main menu. • Tristan has a new effect for when the taser is charged.
fixed📜 Text • The voices that talk while Tristan is unconscious in the first scene now have voices. • When the teacher is transforming into The Graduate, their name now changes as intended. • Tutorial in Act 1 adjusted, player is no longer told to upgrade before they unlock the ability to. • A reminder about turning off the light to attack has been added outside the school. • Added a tutorial about the different types of item pickups in the intro. • Weird pause in the Prologue's cafeteria scene fixed. • Guide not spawning before talking in acrobat soul scene fixed. • "Death" changed to "Regret" • "Miscellaneous" changed to "Other" • A lot of collectables have been rewritten. (Bloodstained Note, Old Essay, Worn Scissors, etc.) • More scenes, and a significant amount of dialogue, have changed in Ultimate Nightmare mode. • Ultimate Nightmare no longer tells the player that fighting the patrolling monster is an option. • Some text color changed from Dark Blue to Light Blue to be more readable.
New version update today thanks to all our play testers! ⚖️ Overall Balance Adjustments • Drop rates for common monster items were increased. (30% > 80%) • The "Bully" enemy type now has a rare item drop. (Medkit, about a 10% chance.) • The range on all weapons has been buffed by about 15%. • Flashlight heals stress faster on all modes. • The first boss now drops Experience Shards and Coins when killed. • Helpful items have been placed around Act 1, and some existing items have been relocated. • Consumable invulnerability window has been reduced. (0.5s > 0.3s) • Default stamina recharge rate increased by 5/s on all modes. • Stress healing base value is increased by roughly 5-10% to make stress management easier. • The clocks for the "Time Is Key" puzzle now glow. • Hitting crates with melee weapons is no longer framerate dependent.
🔦 Face Your Fears Adjustments • Stress heals an additional 10% faster on Face Your Fears. 👿 Nightmare Mode Adjustments • Player takes 20% less damage on Nightmare now. 💀 Ultimate Nightmare Mode Adjustments • Player takes 275% damage now instead of 250%. • IFrames reduced from 0.2s to 0.15s. • Stress heals an additional 10% faster on Ultimate Nightmare.
🐛 Resolved Bugs • Soul of Recovery is now working as intended. • Calm Mind I will no longer increase the stress that the player takes. • Fixed an incorrect prompt in the key bind menu. • Most menus now work on 16:10 aspect ratio. • At 200+ FPS, hitting crates with melee weapons should be more consistent. • Graduate can no longer be despawned in the first part of Act 1 by going through specific doors. • The Graduate will no longer cancel entering a door due to Level 2 Exposure Status. • Additionally, the "close door" sound for the AI is much more obvious now. • The Graduate's AI is improved and they will no longer camp the Teacher's Lounge. • Summons (Greg, Scholar) will no longer attack enemies while they should be frozen. • Soul of Vigor will no longer provide health regeneration when interacting with objects. • Summon: Scholar can now hit moving enemies more consistently. • Player can now pet the Greg summon. • Tristan's movement speed calculation with certain skills was incorrect, and has been fixed.
🎨 Graphical Adjustments & Fixes • Floating tutorial keyboard prompts now fade out. • Sprite masking error in intro forest has been fixed. • Using the taser now short circuits the flashlight for a few seconds. • HUD improved. • Act 1 decorative objects improved. (Science Lab cabinets, tables, sink, speakers, etc.) • Lamps can be toggled on and off by interacting with them. • Visual indicator has been added for taser charge. • Taser will not charge or play the sound when you do not have the taser module in your inventory. • Exposure Gauge, Settings menu now have animations for entry. • Safe has full SFX, as well as prompts now. • New red glow near the exposure meter that indicates how close the monster is to the player. • Stress is much more obvious now (There is a glow from the HUD that intensifies as stress increases. At 50%, it prompts to enable the flashlight) • Collectables and Soul pickups are now much more obvious. (They appear as a larger, separate notification with the ability for the player to hold inventory to show the menu they are in.) • Interact prompts now have some animations for fading in. • Added a prompt on the main menu. • Tristan has a new effect for when the taser is charged.
📜 Text • The voices that talk while Tristan is unconscious in the first scene now have voices. • When the teacher is transforming into The Graduate, their name now changes as intended. • Tutorial in Act 1 adjusted, player is no longer told to upgrade before they unlock the ability to. • A reminder about turning off the light to attack has been added outside the school. • Added a tutorial about the different types of item pickups in the intro. • Weird pause in the Prologue's cafeteria scene fixed. • Guide not spawning before talking in acrobat soul scene fixed. • "Death" changed to "Regret" • "Miscellaneous" changed to "Other" • A lot of collectables have been rewritten. (Bloodstained Note, Old Essay, Worn Scissors, etc.) • More scenes, and a significant amount of dialogue, have changed in Ultimate Nightmare mode. • Ultimate Nightmare no longer tells the player that fighting the patrolling monster is an option. • Some text color changed from Dark Blue to Light Blue to be more readable.
🎸 Music • The song "The Occulted Ones" now plays during the first boss fight in Act 1.
🏫 Level Design • Merchant now sells "School Safe Codes", and safes have been added that contain helpful items. • You can now interact with most of the lamps in the intro. 💡