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Steam News8 October 20214y ago

Changes in mechanics and bug fixes.

Hi guys! In this release week we have been watching the different gameplays on twitch and youtube.

In this update5

Full notes

Full Project Nightmares Case 36: Henrietta Kedward update

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What changed

23 fixes1 addition15 changes0 removals
  • Fixes
  • Gameplay
  • UI and audio
fixedHi guys! In this release week we have been watching the different gameplays on twitch and youtube. To all of you who have been following us all the way through Early Access you know that we have been using the different streamers to evaluate bugs and changes in the game mechanics. This is because we are not a big studio with a lot of people to evaluate and test mechanics. The streamers are a nexus with many players and our interaction happens mostly through those places. As we are only two people, and only one of us writes the code alone, we need to be sure of what we are going to change, because any change takes time in design, creating new models, modifying art, modifying things related to programming, and we have to do it as soon as possible. That's why, after seeing different streamers we have fixed different bugs and we also decided to change some mechanics to make the game a little bit more friendly to those who play it for the first time. Project Nightmares is a challenging game. Our idea was never to make an easy game. Again, there is nothing random about the game. If you think that to pass a level, you must try all the options by dying over and over again, it is because you are not paying attention to the environment and the clues, (We have seen this a lot in the cemetery, or in the corridors of the last part). It is not a game for speedrunners. Discord: https://discord.gg/XrSVxR4g
changedGAMEPLAY IMPROVEMENTSWe had increased the time on the 4 rotating pieces puzzle that is behind the mansion picture to make it easier.
changedGAMEPLAY IMPROVEMENTSWe have put a light in Anna's eyes to mark where she is looking when she is leaning on the wall to make it easier.
changedGAMEPLAY IMPROVEMENTSWe have cancelled the detection of running, when Anna is on the wall. Now you will be able to run and Anna will not detect you. This way it will be easier to pass through.
changedGAMEPLAY IMPROVEMENTSIn the mission to kill Henrietta we have made the steam combinations simpler to make it easier to pass through.
changedGAMEPLAY IMPROVEMENTSWe have put a warning in the library so that it is understood that if you run in that area, you die.

Project Nightmares Case 36: Henrietta Kedward changes

fixedHi guys! In this release week we have been watching the different gameplays on twitch and youtube. To all of you who have been following us all the way through Early Access you know that we have been using the different streamers to evaluate bugs and changes in the game mechanics. This is because we are not a big studio with a lot of people to evaluate and test mechanics. The streamers are a nexus with many players and our interaction happens mostly through those places. As we are only two people, and only one of us writes the code alone, we need to be sure of what we are going to change, because any change takes time in design, creating new models, modifying art, modifying things related to programming, and we have to do it as soon as possible. That's why, after seeing different streamers we have fixed different bugs and we also decided to change some mechanics to make the game a little bit more friendly to those who play it for the first time. Project Nightmares is a challenging game. Our idea was never to make an easy game. Again, there is nothing random about the game. If you think that to pass a level, you must try all the options by dying over and over again, it is because you are not paying attention to the environment and the clues, (We have seen this a lot in the cemetery, or in the corridors of the last part). It is not a game for speedrunners. Discord: https://discord.gg/XrSVxR4g
changedWe had increased the time on the 4 rotating pieces puzzle that is behind the mansion picture to make it easier.
changedWe have put a light in Anna's eyes to mark where she is looking when she is leaning on the wall to make it easier.
changedWe have cancelled the detection of running, when Anna is on the wall. Now you will be able to run and Anna will not detect you. This way it will be easier to pass through.
changedIn the mission to kill Henrietta we have made the steam combinations simpler to make it easier to pass through.

Hi guys! In this release week we have been watching the different gameplays on twitch and youtube. To all of you who have been following us all the way through Early Access you know that we have been using the different streamers to evaluate bugs and changes in the game mechanics. This is because we are not a big studio with a lot of people to evaluate and test mechanics. The streamers are a nexus with many players and our interaction happens mostly through those places. As we are only two people, and only one of us writes the code alone, we need to be sure of what we are going to change, because any change takes time in design, creating new models, modifying art, modifying things related to programming, and we have to do it as soon as possible. That's why, after seeing different streamers we have fixed different bugs and we also decided to change some mechanics to make the game a little bit more friendly to those who play it for the first time. Project Nightmares is a challenging game. Our idea was never to make an easy game. Again, there is nothing random about the game. If you think that to pass a level, you must try all the options by dying over and over again, it is because you are not paying attention to the environment and the clues, (We have seen this a lot in the cemetery, or in the corridors of the last part). It is not a game for speedrunners. Discord: https://discord.gg/XrSVxR4g

GAMEPLAY IMPROVEMENTS

  • We had increased the time on the 4 rotating pieces puzzle that is behind the mansion picture to make it easier.

  • We have put a light in Anna's eyes to mark where she is looking when she is leaning on the wall to make it easier.

  • We have cancelled the detection of running, when Anna is on the wall. Now you will be able to run and Anna will not detect you. This way it will be easier to pass through.

  • In the mission to kill Henrietta we have made the steam combinations simpler to make it easier to pass through.

  • We have put a warning in the library so that it is understood that if you run in that area, you die.

  • We have put a warning in the sacrifice room to do not approach the fence.

  • We have changed the gameplay in the sacrifice room for the pillar mission. Now every time you approach the grates, Henrietta will always come out with a gameplay.

  • We have changed the gameplay in the mission where you must leave the sacrifice room dizzy. You will have 1 gameplay if you approach the fence, but at the second time, you will die.

  • We have changed the gameplay of Henrietta behind the bars giving a recovery time, after the gameplay. After the recovery time we will be able to receive another attack.

  • We have added a general light that will make it easier to exit the sacrifice corridor.

  • We have modified the hint in the cemetery puzzle after the correct completion of the arms and urns puzzle. The correct niche code is in another place.

  • We modified Anna's teleport particles when we have to look for the gears.

  • Corrected Anna's hearing range in the gear room so that she doesn't detect us from far away.

  • Corrected Anna's visual range in the columns so that it is according to the distance of the light from her eyes.

FIXED BUGS

  • Fixed bug related to disabling the shadow. When the user deactivate the shadow, the puzzle animation of the gear room was blocked due to the lack of projection of the shadow in front of the camera and the animation was considered by the engine as inactive.

  • We have fixed the bug that occurred when playing without crosshair. When we removed the crosshair from the menu, some gameplays were blocked.

  • Fixed bug where Anna runs us to the door. When opening the door the arm was in a bad position displaced from the screen.

  • Fixed bug where Anna runs to the door. Sometimes if we stood behind the door and closed just when it was on the threshold, the door was closed and Anna went through it.

  • Fixed bug where Anna runs us to the door. The game remained with an incorrect state and the game was blocked.

  • Fixed bug where Anna runs to the door. When the player made an interaction and then used the monocle, Anna did not attack us.

  • Fixed bug where Anna runs to the door. When the player went with the active monocle and Anna came out in the corridor, when the player took out the monocle and used it again, Anna didn't kill us.

  • Fixed bug where Anna runs us to the salt wall and explodes in the salt wall. If we run immediatly very fast forward, it shoots again, kills us and blocks the game on restart.

  • Fixed bug where the player runs towards the door and when interacting to open it, he is on the other side of the door. If the door was blocked, the player was locked in the room.

  • Fixed bug when closing the door on the right side but right in the middle of the door threshold. It twisted the player and left him on the inside side of the room, instead of leaving him outside the room.

  • Fixed bug where the right hand crosses in front of the camera when closing or opening doors, when grabbing any object with the left hand, or when playing cinematics.

  • Corrected the closing of the door of the room of the necronomicon. At leaving the room, when Henrietta's chase starts, we could enter the room.

  • Corrected the closing of the door of the Necronomicon's room. When exiting and dying anywhere in the corridor in mission 8, after the restart, the Necronomicon room disappeared and if we entered to the room, we fell to the emptiness.

  • Fixed bug where the final missions are blocked if we didn't die after cemetery.

  • The texts of the mission 2 were completed with the Italian language.

What are we doing?

Several polishing improvements in general. Maybe we will change some more mechanics. We are thinking of exiting the autoloading and putting a mission loader from the menu so you can enter the missions you went through.

Some upcoming fixes.

Extremely rare bugs.

  • When the candle goes out, sometimes, not always, when Anna exits the autosave and kills us, after restarting, the camera remains outside the model. You have to exit to the menu and re-enter to continue.

  • There is a steam pipe bug in the mission to kill Henrietta where the steam mechanics breaks and the steam doesn't kill us, and there is no sound.

Common bug.

  • When the candle is lit, the wrist is twisted at the end of the candle interaction.

  • When there are 3 drawers and we open the top drawer, and that same moment we want to take an item from the bottom drawer, it takes the item through the top drawer.

TRANSLATIONS

  • We have the Korean language fully translated but we need to convert the final text to subtitles. If someone can help us, we would appreciate it.

  • We are looking for Japanese translation. We are still exchanging languages for keys.

Cheers! Ignacio & Claudio. NCStudio

Source

Steam News / 8 October 2021

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