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Steam News12 June 202622d ago

Patch 1.3.0 Update News

The Coma 2B - Major Overhaul Patch Notes Dear Ghost Vigilantes, Greetings from Dvora Studio. It has already been a year since we last spoke.

In this update10

Full notes

Full The Coma 2B: Catacomb update

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

What changed

6 fixes6 additions18 changes7 removals
  • Balance
  • Gameplay
  • Events
  • Maps
  • UI and audio
  • Performance
changed1. General Updates1-1. Cursed Swordsmen Adjustments: Reduced their movement speed and adjusted their spawn counts. They were moving much faster than intended, making it unfairly difficult for players—especially those still getting used to the game—to react in time. We received a lot of feedback stating that their approach speed was overwhelmingly fast when players needed to read notes on a path, loot items, or pick locks. We have adjusted them accordingly.
changed1. General Updates1-2. Trap Density Reduction: The number of traps has been drastically reduced from their previous "diabolical" level. We completely agree with the feedback that an excessive number of traps only raised stress levels without adding fun. We have removed clusters of traps that forced consecutive evades and left them only at key tactical points. Previously, players felt Youngho lacked stamina compared to Mina from The Coma 2 . We realized this frustration stemmed from being forced to evade too frequently while running away, which led to excessive stamina drink consumption and an artificial item shortage. This balance has now been corrected.
added1. General Updates1-3. Groggy State Crawling Speed: Improved Youngho’s crawling speed when groggy to match a standard walking speed. This addresses one of the game's most frustrating issues: where running out of stamina felt like a guaranteed death sentence. Combined with the changes in section 1-1 and various chapter optimizations, players can now pull off satisfying "narrow escapes."
changed1. General Updates1-4. Necroblade - Burst Tuning: Adjusted the activation speed of the Necroblade - Burst skill used by Youngho in the late game to feel more responsive.
removed2. Chapter: Opening2-1. Streamlined Narrative Loop: Youngho’s shield loop now cycles on a 1-day basis. We enriched the events so that overlapping days no longer feel repetitive, allowing you to stay fully immersed in the story. Some characters have completely revamped dialogue, and we have integrated lore and settings that were only properly established later in The Coma 3 .
changed2. Chapter: Opening2-2. Exploration Rewards: Placed minor looting spots throughout the area to encourage exploration and help players better prepare for upcoming dangers.

The Coma 2B: Catacomb changes

changed1-1. Cursed Swordsmen Adjustments: Reduced their movement speed and adjusted their spawn counts. They were moving much faster than intended, making it unfairly difficult for players—especially those still getting used to the game—to react in time. We received a lot of feedback stating that their approach speed was overwhelmingly fast when players needed to read notes on a path, loot items, or pick locks. We have adjusted them accordingly.
changed1-2. Trap Density Reduction: The number of traps has been drastically reduced from their previous "diabolical" level. We completely agree with the feedback that an excessive number of traps only raised stress levels without adding fun. We have removed clusters of traps that forced consecutive evades and left them only at key tactical points. Previously, players felt Youngho lacked stamina compared to Mina from The Coma 2 . We realized this frustration stemmed from being forced to evade too frequently while running away, which led to excessive stamina drink consumption and an artificial item shortage. This balance has now been corrected.
added1-3. Groggy State Crawling Speed: Improved Youngho’s crawling speed when groggy to match a standard walking speed. This addresses one of the game's most frustrating issues: where running out of stamina felt like a guaranteed death sentence. Combined with the changes in section 1-1 and various chapter optimizations, players can now pull off satisfying "narrow escapes."
changed1-4. Necroblade - Burst Tuning: Adjusted the activation speed of the Necroblade - Burst skill used by Youngho in the late game to feel more responsive.
removed2-1. Streamlined Narrative Loop: Youngho’s shield loop now cycles on a 1-day basis. We enriched the events so that overlapping days no longer feel repetitive, allowing you to stay fully immersed in the story. Some characters have completely revamped dialogue, and we have integrated lore and settings that were only properly established later in The Coma 3 .

The Coma 2B - Major Overhaul Patch Notes

Dear Ghost Vigilantes,

Greetings from Dvora Studio.

It has already been a year since we last spoke. << The Coma 3: Bloodlines>>, which began development on a somewhat tight schedule, was released in early May and is now running stably thanks to your support. Following that release, we immediately turned our full attention to The Coma 2B —a title we deeply felt needed significant improvement.

Over the past year, we have gathered, organized, and deeply analyzed all of your feedback. We took your disappointments and harsh critiques to heart, spending a great deal of time searching for the right answers and solutions. Through this process, we were able to resolve many issues that we simply "could not fix" at the time of the initial launch. Your honest feedback was our greatest guide.

1. General Updates

  • 1-1. Cursed Swordsmen Adjustments:

    • Reduced their movement speed and adjusted their spawn counts. They were moving much faster than intended, making it unfairly difficult for players—especially those still getting used to the game—to react in time. We received a lot of feedback stating that their approach speed was overwhelmingly fast when players needed to read notes on a path, loot items, or pick locks. We have adjusted them accordingly.

  • 1-2. Trap Density Reduction:

    • The number of traps has been drastically reduced from their previous "diabolical" level. We completely agree with the feedback that an excessive number of traps only raised stress levels without adding fun. We have removed clusters of traps that forced consecutive evades and left them only at key tactical points.

    • Previously, players felt Youngho lacked stamina compared to Mina from The Coma 2. We realized this frustration stemmed from being forced to evade too frequently while running away, which led to excessive stamina drink consumption and an artificial item shortage. This balance has now been corrected.

  • 1-3. Groggy State Crawling Speed:

    • Improved Youngho’s crawling speed when groggy to match a standard walking speed. This addresses one of the game's most frustrating issues: where running out of stamina felt like a guaranteed death sentence. Combined with the changes in section 1-1 and various chapter optimizations, players can now pull off satisfying "narrow escapes."

  • 1-4. Necroblade - Burst Tuning:

    • Adjusted the activation speed of the Necroblade - Burst skill used by Youngho in the late game to feel more responsive.

2. Chapter: Opening

Developer Note: We received heavy criticism that this section, which loops over a 4-day period, felt incredibly tedious and repetitive. We knew it needed streamlining a year ago, but because it contained so much foreshadowing, dialogue, and crucial events, we didn't dare touch it back then.

Returning to it now with a fresh perspective, we courageously separated the essential elements from the fluff, merged events, and heavily revised the dialogue. As a result, we have condensed the opening to half its original length, making it twice as impactful.

  • 2-1. Streamlined Narrative Loop:

    • Youngho’s shield loop now cycles on a 1-day basis. We enriched the events so that overlapping days no longer feel repetitive, allowing you to stay fully immersed in the story. Some characters have completely revamped dialogue, and we have integrated lore and settings that were only properly established later in The Coma 3.

  • 2-2. Exploration Rewards:

    • Placed minor looting spots throughout the area to encourage exploration and help players better prepare for upcoming dangers.

  • 2-3. Romance Path Pacing:

    • Even when choosing to "stay and pursue romance," it previously took 2 full in-game days to reach the conclusion. This has also been cut by half to respect your time.

3. Chapter 1 - The Market

The main issues with this chapter were confusing routing, vague objectives, and overall map complexity. We have implemented the following fixes:

  • 3-1. Simplified Map UIRemoved unnecessary clutter from the map to make it more intuitive at a glance. Conversely, we added essential information that was previously missing.
  • 3-2. Objective Icons AddedFixed several confusing sections where players were forced to blindly guess where to go using the map. We have placed clear objective icons to guide you exactly toward your destination.
  • 3-3. Map Cleanup & Functional MergesSome rooms existed purely for background lore or because we didn't want to waste the finished graphic assets. To eliminate player confusion, we have removed these unnecessary rooms and clearly distinguished accessible areas from blocked ones.
  • 3-4. Optimized Quest Item Placement & Routing: Previously, certain quest items were placed far apart purely to pad play-time through backtracking. We admit this was a bad design choice. While some routes couldn't be completely altered, we have relocated items along natural paths to greatly reduce tedious backtracking.

  • 3-5. Improved Map Icons: Color-coded the Traders' positions on the map UI to make them immediately visible.

4. Chapter 2 - The Cave

  • Awakened Cursed Swordsmen now move slower. This ensures they still provide tension while giving players the breathing room to react.

  • Adjusted both the trap density and the overall spawn count of the Cursed Swordsmen.

5. Chapter 3 - The Police Station

  • 5-1. Clue Safety Zones (Monster Ban)Players frequently suffered unfair attacks while trying to read clues. We have completely banned monster spawns in critical lore areas. Additionally, we heavily reworked the 3rd floor, where the synergy between Cursed Galleries and traps felt overly punishing.
  • 5-2. Dark Song SpawningCompletely changed Dark Song’s spawn direction and patrol routing for better fairness.
  • 5-3. Dialogue Dialogue Bug FixFixed a bug where Cursed Swordsmen would spawn and attack you while you were locked in a dialogue sequence.
  • 5-4. Visual FixFixed an issue where the Nearest Layer at the entrance of the underground parking garage would fail to render on screen.
  • 5-5. Puzzle Sequence Fix: Prevented the prison cell door puzzle from triggering if the player has not yet acquired the holding cell key.

  • 5-6. Added Shortcuts: After receiving the detective's phone call, a shortcut will now open to allow smoother map traversal. Previously, missing a single element forced players to repeatedly backtrack through the exact same long paths. We have broken up this tedious loop.

6. Chapter 4 - The School

  • 6-1. Added Hiding SpotsTo resolve the critical issue of players exhausting their stamina and dying due to a complete lack of hiding spaces, we have added new hiding spots near key checkpoints (primarily around staircases).
  • 6-2. Bathroom Stall Streamlining: Except for specific stalls tied to events, all non-essential toilet stalls have been boarded up, removing pointless interactions.

7. Chapter 5 - The Hospital

  • 7-1. Ban Zone FixFixed an issue where the Killer Nurse would incorrectly spawn inside safe/ban zones.
  • 7-2. Patrol Route AdjustmentsAdjusted the Killer Nurse’s patrol routes in narrow entrance corridors to prevent unavoidable ambushes.
  • 7-3. Delayed AggroThe Killer Nurse will no longer immediately chase or attack the moment she spots the player. This removes the unfair frustration of taking damage instantly upon transitioning into a new zone.
  • 7-4. Trap OptimizationAdjusted both the quantity and placement of traps.
  • 7-5. Bonus Epilogue & Player FreedomWhen attempting to reach the bonus epilogue at Joseph’s Flower Shop, players are now given a direct choice. Previously, the ending was rigidly forced based on decisions made way back in the opening. You no longer need to restart the entire game from scratch just to see a different character's romance ending. We have also added a "No character selected" option to grant you full freedom.
  • 7-6. Conversation SafetyFixed an issue where a Cursed Swordsman could backstab you while you were talking to Little Noteman.
  • 7-7. Route Simplification: Blocked off unnecessary paths before the Operating Room to reduce player disorientation.

8. Chapter 6 - The Auditorium

  • 8-1. Structural Expansion (Underground Sewage Facility): The Auditorium originally utilized a restrictive, one-way structure that forced players to constantly walk left and right. Combined with the pursuit of Killer Hyung-bae and a severe lack of hiding spots, the difficulty spiked unfairly. To alleviate this, we have expanded the map by adding an underground sewage facility that creates a looping route (Boys' Bathroom - Sewage Facility - Boys' Shower Room).

  • 8-2. Investigation Safe Zone: Turned the Girls' Shower Room into a Monster Ban zone so players can focus entirely on gathering clues.

  • 8-3. Fake Cabinet Removal: Nailed shut all "Fake Cabinets" that could not be opened, completely removing pointless interactions.

  • 8-4. Enhanced StealthIn place of fake cabinets, we added more functional hiding spots to allow for deeper, more strategic stealth gameplay.
  • 8-5. Loot BalancingAdjusted the placement of certain loot items.

9. Chapter 6+ - The Void

Since the Cursed Swordsmen are now slower overall, you will no longer find yourself trapped in an endless loop of spamming the evade button. This allows for better time management and a chance to actually take in the atmosphere.

  • 9-1. Trap RearrangementsAlthough the difficulty of the Void was adjusted in a previous patch, we went back and removed remaining malicious trap layouts.
  • 9-2. Linear PathingRemoved confusing looping paths, moving the layout closer to a clear, one-way progression.

10. Endings

  • 10-1. New Epilogue AddedBecause of the nature of the three imaginary characters' bonus epilogues, they inadvertently felt like the only "True Ending." To balance this, we have added a dedicated new epilogue for players who choose not to select any of the three characters.

With this major update, we sincerely hope that the frustrations and shortcomings you experienced have been meaningfully resolved. More than anything, we hope this game can remain in your memories as a title where"the developers truly listened, fixed a lot of things, and delivered a genuinely great experience."

Thank you for your patience and for helping us make our games better.

Minho Kim,

Dvora Studio.

Source

Steam News / 12 June 2026

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