Chinese (Simplified & Traditional) Support Wishlists from China, Taiwan, and other regions have been climbing recently, so added Chinese language support.
In this update3
Full notes
Full Slaughterhouse update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes3 additions0 changes0 removals
UI and audio
Balance
addedChinese (Simplified & Traditional) SupportWishlists from China, Taiwan, and other regions have been climbing recently, so added Chinese language support. That said, this was done using translation tools, and since I have no knowledge of Chinese myself, I can't guarantee the accuracy of the translations. If you spot any mistranslations, please let us know and I'll fix them.
addedIntermissionAt the end of each day, an intermission will play. The five characters will each advance their own agendas throughout the day, increasing a progress meter. If the meter reaches its maximum, it's game over. (Since the demo only covers one day, the meter will not reach its maximum in the demo.) Talk: Converse with a staff member to increase their affinity toward you. Comfort: Comfort a staff member to reduce their fear level. Persuade: Negotiate with a staff member to recruit them as an accomplice. Reassign: Change a staff member's task to prevent their progress from advancing. The conditions required to negotiate with each staff member differ. In the demo, you can negotiate with one person. Play through and find out who it is. Staff members who become accomplices will no longer find it suspicious if the player is carrying items, and will provide helpful bonuses to the player (not available in the demo). Affinity can be used in certain situations and during negotiations. If a staff member's fear level drops too low, they will flee the house, resulting in a game over.
addedNew Time Skip SystemAfter reviewing gameplay footage, I noticed many players were aimlessly pacing back and forth in front of doors just to pass the time, so I added a new time skip system. Simply click the clock in the upper left corner of the screen and set the time. You cannot skip to before 9:00 AM or past midnight, and you cannot go back in time. This is not a time machine. The existing activity system, which was originally designed for passing time, is planned to be redesigned as a system for managing affinity and fear levels with staff members.
Slaughterhouse changes
addedWishlists from China, Taiwan, and other regions have been climbing recently, so added Chinese language support. That said, this was done using translation tools, and since I have no knowledge of Chinese myself, I can't guarantee the accuracy of the translations. If you spot any mistranslations, please let us know and I'll fix them.
addedAt the end of each day, an intermission will play. The five characters will each advance their own agendas throughout the day, increasing a progress meter. If the meter reaches its maximum, it's game over. (Since the demo only covers one day, the meter will not reach its maximum in the demo.) Talk: Converse with a staff member to increase their affinity toward you. Comfort: Comfort a staff member to reduce their fear level. Persuade: Negotiate with a staff member to recruit them as an accomplice. Reassign: Change a staff member's task to prevent their progress from advancing. The conditions required to negotiate with each staff member differ. In the demo, you can negotiate with one person. Play through and find out who it is. Staff members who become accomplices will no longer find it suspicious if the player is carrying items, and will provide helpful bonuses to the player (not available in the demo). Affinity can be used in certain situations and during negotiations. If a staff member's fear level drops too low, they will flee the house, resulting in a game over.
addedAfter reviewing gameplay footage, I noticed many players were aimlessly pacing back and forth in front of doors just to pass the time, so I added a new time skip system. Simply click the clock in the upper left corner of the screen and set the time. You cannot skip to before 9:00 AM or past midnight, and you cannot go back in time. This is not a time machine. The existing activity system, which was originally designed for passing time, is planned to be redesigned as a system for managing affinity and fear levels with staff members.
Chinese (Simplified & Traditional) Support
Wishlists from China, Taiwan, and other regions have been climbing recently, so added Chinese language support. That said, this was done using translation tools, and since I have no knowledge of Chinese myself, I can't guarantee the accuracy of the translations. If you spot any mistranslations, please let us know and I'll fix them.
Intermission
At the end of each day, an intermission will play. The five characters will each advance their own agendas throughout the day, increasing a progress meter. If the meter reaches its maximum, it's game over. (Since the demo only covers one day, the meter will not reach its maximum in the demo.)
Talk
Converse with a staff member to increase their affinity toward you.
Comfort
Comfort a staff member to reduce their fear level.
Persuade
Negotiate with a staff member to recruit them as an accomplice.
Reassign
Change a staff member's task to prevent their progress from advancing. The conditions required to negotiate with each staff member differ. In the demo, you can negotiate with one person. Play through and find out who it is. Staff members who become accomplices will no longer find it suspicious if the player is carrying items, and will provide helpful bonuses to the player (not available in the demo). Affinity can be used in certain situations and during negotiations. If a staff member's fear level drops too low, they will flee the house, resulting in a game over.
New Time Skip System
After reviewing gameplay footage, I noticed many players were aimlessly pacing back and forth in front of doors just to pass the time, so I added a new time skip system. Simply click the clock in the upper left corner of the screen and set the time. You cannot skip to before 9:00 AM or past midnight, and you cannot go back in time. This is not a time machine. The existing activity system, which was originally designed for passing time, is planned to be redesigned as a system for managing affinity and fear levels with staff members.
If you encounter any bugs or have anything to report, please head to the Discussions section. Thank you!