Full notes
Full SideEye High update
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What changed
- UI and audio
- Events
SideEye High changes
It's live.
I've been teasing this one for a while. It's out now, and it's the biggest change the demo has had since it launched.
Murph has hands.
Before, Murph could see the world but couldn't really reach into it. Now he can. A new first-person UI puts you inside the investigation instead of in front of it.
That matters because of how this game works. What you miss is what you believe. Hands mean you're the one deciding what to pick up, what to scrutinize, and what to walk past. Every overlooked detail is a story you tell yourself.
What's in the update:
Tools you actually use. Flashlight, lighter, and magnifying glass, all wielded directly.
New first-person UI system. The menu lives in Murph's trenchcoat. No more breaking out of the world to check your things.
Fingerprint matching, reworked. It used to reward guessing. Now it's a memory game, you have to pay attention to the prints in front of you.
New options menu with audio adjustments.
Murph's intro dialog redone. Tighter, funnier, and it does a better job of telling you what kind of investigation you're walking into.
A pile of bug fixes from player reports.
And plenty more small stuff throughout.
Thank you.
The fingerprint rework, the timer removal, half the fixes in this list, those came from your notes in the discussion threads. As a one-person studio, that feedback is the difference between shipping what I think works and shipping what actually works. Keep it coming. If something's broken, tell me.
If you want to see where this goes:
Wishlist SideEye High — it's the single biggest thing that helps a one-person studio reach launch.
Follow the game so the next update lands in your feed.
Thanks so much for playing,
— Phil, Fundamental Studios
Source
Changelog.gg summarizes and formats this update. How we read updates.
