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Steam News22 July 20232y ago

Gameplay Renewal & Addition of Survival Mode

Hello, this is Studio HATCH! We want to express our gratitude to those who have been patiently waiting for over a month.

Full notes

Full The Highrise update

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

Repeated intro

Hello, this is Studio HATCH!

What changed

1 fix5 additions4 changes1 removal
  • Gameplay
  • Events
  • Maps
  • Balance
addedWe want to express our gratitude to those who have been patiently waiting for over a month. The reason for the delay in the update was that we needed to review and make adjustments to all aspects of current "The Highrise" Game based on the feedback received so far. Additionally, it took some time to add and test the new Survival Mode and other major and minor mechanics. With many changes from small tweaks to significant mechanics, you will experience a gameplay that is quite different from before. We are confident that those who have cleared it once and play again will have a better impression!
removedWe removed all card key generators that blocked the way to the existing zones, allowing unrestricted movement between floors in the open world. Now, you can quickly descend to the first floor right from the start, and rare material items that used to be generated only near the shopping mall can be farmed early on without any issues (if you dare). The card key doors that used to block passage between zones have been integrated into the doors of reward rooms.
changedConditions for sending rescue signals have been changed.
fixedNow, we have placed the radio in the early zones so you can find it relatively quickly. However, the radio is broken, and you need to fix them to send rescue signals. To do so, you will need radio components scattered throughout the building, with about half randomly spawning in furniture like other items and the rest being fixed spawns in certain rooms, acting as rewards for solving room mechanics.
addedA survivor's odor state system has been added.
addedOver time, the player's odor gauge will increase naturally. This odor represents the sweat, blood, bodily fluids, and other byproducts generated as the player survives. When the odor gauge reaches a certain level, the player will periodically emit a foul smell in the surroundings, which can attract nearby monsters. The only way to eliminate the odor gauge is by creating an improvised bathtub and bathing (the improvised bathtub is a new installation added in this update).

The Highrise changes

addedWe want to express our gratitude to those who have been patiently waiting for over a month. The reason for the delay in the update was that we needed to review and make adjustments to all aspects of current "The Highrise" Game based on the feedback received so far. Additionally, it took some time to add and test the new Survival Mode and other major and minor mechanics. With many changes from small tweaks to significant mechanics, you will experience a gameplay that is quite different from before. We are confident that those who have cleared it once and play again will have a better impression!
removedWe removed all card key generators that blocked the way to the existing zones, allowing unrestricted movement between floors in the open world. Now, you can quickly descend to the first floor right from the start, and rare material items that used to be generated only near the shopping mall can be farmed early on without any issues (if you dare). The card key doors that used to block passage between zones have been integrated into the doors of reward rooms.
changedConditions for sending rescue signals have been changed.
fixedNow, we have placed the radio in the early zones so you can find it relatively quickly. However, the radio is broken, and you need to fix them to send rescue signals. To do so, you will need radio components scattered throughout the building, with about half randomly spawning in furniture like other items and the rest being fixed spawns in certain rooms, acting as rewards for solving room mechanics.
addedA survivor's odor state system has been added.

We want to express our gratitude to those who have been patiently waiting for over a month. The reason for the delay in the update was that we needed to review and make adjustments to all aspects of current "The Highrise" Game based on the feedback received so far. Additionally, it took some time to add and test the new Survival Mode and other major and minor mechanics. With many changes from small tweaks to significant mechanics, you will experience a gameplay that is quite different from before. We are confident that those who have cleared it once and play again will have a better impression!

Let us first highlight the major changes.

All zones have been opened.

We removed all card key generators that blocked the way to the existing zones, allowing unrestricted movement between floors in the open world. Now, you can quickly descend to the first floor right from the start, and rare material items that used to be generated only near the shopping mall can be farmed early on without any issues (if you dare). The card key doors that used to block passage between zones have been integrated into the doors of reward rooms.

Conditions for sending rescue signals have been changed.

Now, we have placed the radio in the early zones so you can find it relatively quickly. However, the radio is broken, and you need to fix them to send rescue signals. To do so, you will need radio components scattered throughout the building, with about half randomly spawning in furniture like other items and the rest being fixed spawns in certain rooms, acting as rewards for solving room mechanics.

A survivor's odor state system has been added.

Over time, the player's odor gauge will increase naturally. This odor represents the sweat, blood, bodily fluids, and other byproducts generated as the player survives. When the odor gauge reaches a certain level, the player will periodically emit a foul smell in the surroundings, which can attract nearby monsters. The only way to eliminate the odor gauge is by creating an improvised bathtub and bathing (the improvised bathtub is a new installation added in this update).

Blueprints have been added to the crafting mechanism.

Blueprints have been added to some crafting items. About half of the craftable items now require blueprints. Blueprints are placed throughout the building and also act as rewards in reward rooms. Once you collect a blueprint, it will be permanently stored within your character, similar to the zone maps. (If you play with a character from version earlier than 3.6.5.6.1, all blueprints will be automatically granted.)

The spawning method of seeds has been changed.

Previously, seeds were only found on the bottom floors of buildings, and the crop mechanism encountered just before escaping the building didn't receive much attention from many players. However, from now on, we have designated specific spawn areas to experience the crop mechanism from the early stages. Seeds are the only resource that enters the building from the outside and can be found in open areas where the exterior walls are exposed. Seeds have also been changed to respawn resources like water and oil.

You can sleep on a mattress now.

Sleeping is only possible during the night when the sun sets, and if you sleep, you can pass time quickly until the sun rises again. However, to sleep, you will need the stamina and hydration equivalent to the natural decrease amount of time until sunrise. When you wake

Source

Steam News / 22 July 2023

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