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Steam News24 March 20263mo ago

Demo - 0.25 Update

Thank you for checking out the demo so far. The feedback has been very very useful. One thing is clear, I need to focus on the mouse input, it's currently janky with the characters getting stuck on things.

Full notes

Full The Bagman update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix2 additions4 changes3 removals
  • Gameplay
  • Maps
  • UI and audio
  • Fixes
removedStrange edge case where you could bring up inventory during the telephone section if you were on mouse input. This caused a number of issues by locking character, and preventing the ending. Should no longer happen.
removedThe boxes in the puppet work room had an interaction on it, when it shouldn't have. Removed it.
changedInteraction point put on the door at 2D so it doesn't confuse players why they can't interact with it.
addedImplemented Mouse for In-game Cog menu/visual map. Prior this was only controllable via keyboard/controller up,down,left,right etc. Also added art to indicate up and down for when you can view the floors, and they are interactable with mouse.
addedAdd proper pathing to characters to help with mouse control jankyness. Focused too much on controller and the jankyness with mouse OR when using cursor to do things is causing frustration.
removedClicking invalid space with cursor should select a "usable space" close by. This is a bug, as it should do this, but doesn't seem to work reliably. I think this, and the pathing should remove a lot of the frustration with mouse input.

The Bagman changes

removedStrange edge case where you could bring up inventory during the telephone section if you were on mouse input. This caused a number of issues by locking character, and preventing the ending. Should no longer happen.
removedThe boxes in the puppet work room had an interaction on it, when it shouldn't have. Removed it.
changedInteraction point put on the door at 2D so it doesn't confuse players why they can't interact with it.
addedImplemented Mouse for In-game Cog menu/visual map. Prior this was only controllable via keyboard/controller up,down,left,right etc. Also added art to indicate up and down for when you can view the floors, and they are interactable with mouse.
addedAdd proper pathing to characters to help with mouse control jankyness. Focused too much on controller and the jankyness with mouse OR when using cursor to do things is causing frustration.

Thank you for checking out the demo so far.

The feedback has been very very useful. One thing is clear, I need to focus on the mouse input, it's currently janky with the characters getting stuck on things.

Here are the patch notes for the demo, and some thoughts.

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Version: v.0.25

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- Strange edge case where you could bring up inventory during the telephone section if you were on mouse input. This caused a number of issues by locking character, and preventing the ending. Should no longer happen.

- The boxes in the puppet work room had an interaction on it, when it shouldn't have. Removed it.

- Interaction point put on the door at 2D so it doesn't confuse players why they can't interact with it.

- Text fixes from current feedback. I will do a text/grammer pass sometime soon through all the dialogue.

- Implemented Mouse for In-game Cog menu/visual map. Prior this was only controllable via keyboard/controller up,down,left,right etc. Also added art to indicate up and down for when you can view the floors, and they are interactable with mouse.

- Implemented mouse for in-game options. Prior this was only controllable via keyboard/controller up,down,left,right etc.

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Next (Most likely)

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- Add proper pathing to characters to help with mouse control jankyness. Focused too much on controller and the jankyness with mouse OR when using cursor to do things is causing frustration.

- Mouse Snaps to top left, if out of bounds. This needs tidying up as it's part of the janky/frustration problem.

- Clicking invalid space with cursor should select a "usable space" close by. This is a bug, as it should do this, but doesn't seem to work reliably. I think this, and the pathing should remove a lot of the frustration with mouse input.

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Known Issues (Please feel free to report more, not all feedback is listed here):

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Please remember, if it makes it easier to test, on the main menu pushing keyboard:

- 1+LSHIFT - Starts AFTER the home part, and just before the church

- 2+LSHIFT - Starts after the Church, where the chasing and main demo part exist.

- Mouse input -> Player moving to things = Janky due to lack of proper pathing.

- Mouse cursor snaps to top left when hitting bounds.

- Needs more SFX hooking up. That will come in April, both on the demo and throughout the current game.

- Footsteps sound too heavy.

- When using mouse only, the input visual indicators will sometimes default out to controller X.

- If you change the room as he see's you first time it CAN cause Greg to freeze (when you're waiting for him in the lobby)

- Eloise can say the wrong line, when Greg enters after she has seen the body, and Greg hasn't met Eloise yet.

- Greg dialogue is a bit naff. Will need to rewrite at some point.

- When using a mouse, the initial tutorial about how to use the radio says "If not using mouse then press " " button". There was no button prompt. It was blank apart from a small circle in the middle of the text box. Similar issue reported where the icon was very small. Might be the same issue.

- Jason can get stuck walking when following in church. I think it might be that he just can't find a safe spot, so in this case we should revert to a position that's closest but will work on this soon. (This might just get fixed naturally

Source

Steam News / 24 March 2026

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