Thursday, May 10, 2018

The Painscreek Killings Rated Excellent By AdventureGamers.com!


AdventureGamers.com recently reviewed 'The Painscreek Killings' and rated it excellent with a score of 4.5/5! Here's their verdict:

"The Painscreek Killings is an engrossing, complex, challenging murder mystery that makes you feel like a real investigator. Dig out your notepad; it’s time to uncover the secrets this sleepy, abandoned town is hiding."

Click here to read the full review.

Wednesday, May 9, 2018

Painscreek 5/9/2018 Patch Notes

Hi everyone. Here’s a list of things that were patched/implemented:

1. Optimized the village, one of the three heaviest scenes in the game. This includes optimizing the terrain and improving the terrain textures, which helps with reducing the RAM and GPU usage, and the loading times,.

2. Proof-read all documents (U.S. English).

3. Updated the disclaimer at the beginning of the game, informing players of the reload option should they encounter technical issues during gameplay.

4. Fixed incorrect dates which caused inconsistencies in the story's timeline.

5. Minor bugs fixes listed by players posted in the Steam community forum.

6. Removed AA option since the game uses Unity 5.3.4 engine which does not support that feature.

7. Implemented full Steam Controller support.

8. Made changes towards the end of the game to improve the player's experience during gameplay.

We thank the community for their support and being patient with us. Currently, we are working hard at optimizing the Hospital and the Mansion, which are the remaining heaviest scenes in the game. Upon completion, the game's frame rate and loading time should improve considerably.

Wednesday, April 18, 2018

Patch To Fix The Tutorial Achievement

1. Fixed a bug concerning the Tutorial Complete achievement preventing users from unlocking it. (If it doesn't unlock automatically you may want to wait to complete the game so you can start a new one. This achievement should be unlocked after you complete all the tutorials, the last being the one on sprinting after you unlock and enter through the front gate of Painscreek.)

2. (This update was released earlier but wasn't significant enough to have it's own patch note post.) Re-added the invert mouse option, as after the Controller Update the invert axis function in the Calibration settings only worked for controllers and not the mouse.

4/26/2018 hotifx :
3. Fixed an issue where the Best Friends Forever achievement was being unlocked incorrectly.

Thank you!

Monday, March 19, 2018

Controller Support For TPK Now Available


Hi everyone!

This one took a while, but we are pleased to announce controller support for The Painscreek Killings. Most major controllers are supported and feature full customization. These changes will be added to the demo as well so feel free to try before you buy. Also if you encounter any bugs please post them on the Steam discussion page for our game and we will get back to you as soon as possible.

Here’s a list of things that were patched/implemented:

1. Implemented Controller Support for most major controllers

2. Implemented Lense Dirt slider in the video options so that now you can adjust it to your liking rather than just on/off.

3. Implemented Sprint Toggle setting to Control Settings to make it so that you can toggle sprinting on and off instead of having to hold the Sprint key to run.

4. Added support for a few more resolutions (namely Ultrawide 3840 x 2160)

5. Fixed typos in Act 1

6. Fixed an issue where controller settings would reset after closing.

Hope you enjoy :)

Friday, February 16, 2018

Painscreek 2/16/2018 Patch notes

Here’s a list of things that were patched/implemented:

1. Implemented a Reload button in the pause menu for players who fell through the world or got stuck behind furniture. It has a wait time of 2 minutes, after which the player will respawn to the entrance of the location. Any items picked up prior to this and photos taken will still be in your possession.

2. Implemented FOV slider in the video options.

3. Dirt lense removed.

The following were part of the demo, but implemented in the paid version as well:

4. New props were added to some locations and a few items were shifted around to accommodate a better experience for new players.

5. Additional audio content were added to a few key locations that gives reason for players to visit certain locations.

6. About 25% of the game content received proof-reading and grammar check.

7. Players can continue their save game from the demo version to the paid version so they do not have to replay the beginning part again.

We understand that some players are still affected by the low frame rate, long loading time and game crashes. We have recently found out the problem and are in the process of fixing it. Unfortunately, it’s an issue that needs quite some time to fix. We will post updates on its progress from time to time.

Tuesday, February 13, 2018

The Painscreek Killings Demo Now Available On Steam!


The Painscreek Killings demo is now available to download! It contains the complete Act 1 and the playtime runs between 1 to 3 hours, depending on the player’s play style. The full game will run between 10 to 20 hours for most players. Click here to access the Steam page.

Thursday, January 25, 2018

PAX South 2018: Recap / Reflection

We had an amazing time at PAX South 2018 and we loved meeting all our fans!  Whether you came to try out The Painscreek Killings demo or have already been a fan since the beginning, we just want to say THANK YOU!  

Friday, January 5, 2018

A Thank You Video Dedicated To Our Fans


The Painscreek Killings have received many positive reviews from the community, and we decided to dedicate this week to them! We weren't able to put everyone's reviews in it, but rest assured we appreciate them all :)

Thank you all for your love and support! Have a wonderful 2018!!

Wednesday, December 27, 2017

Painscreek Devlog #4: Making A Narrative Work For Games


Instead of discussing the menu and UI design as originally planned, we’ve decided to take this opportunity to explain a bit further how we utilized the content in the past two blogs to make the narrative work in The Painscreek Killings. We hope anyone finding themselves wondering if they can make a story work without it being forceful or too linear can benefit from this article.

Prior to sharing this blog with everyone, we want to emphasize that this is neither the best method nor the only method to create a game like ours. Instead, we just want to share what worked for The Painscreek Killings and hope it benefits others creating a similar type of game.

Tuesday, December 12, 2017

Painscreek Devlog #3: Designing The Game Mechanics

(An early draft of the game flow.)

Coming up with the game mechanics shouldn't be too difficult. Since we are trying to mimic a real life investigation, that would mean we could skip anything that does not happen in real life, such as quest markers, in-game compass, items highlighting, fast travel, hint button, etc. All we need is a flashlight, a camera, a player journal, an inventory system, a photo album, an auto save/load, character spawn locations, building instances, menu options, NPC navmesh, character health bar, different endings… Wait. What just happened?

Tuesday, December 5, 2017

Painscreek Devlog #2: Designing The Story


(Image of the 3-act structure found online.)

When we first started, there were two areas to consider developing. First, the story and game design. Then there’s the technical part where we need to build the game, something that we are still learning to be efficient at. The story and game design is probably the more important part of making the game succeed, so on this week’s blog, we will explain how we designed the story.

Tuesday, November 28, 2017

Painscreek Devlog #1: Let's Make A Game!

A few years ago, a friend of ours asked how goes our work. At that time, there were three of us and we were working on CG ads. I thought we did fine, although we were always hunting for jobs. He then asked, “Have you considered creating your own IP?”

So in June 2012, we decided to try our hand at game development, all in the hope of creating our very own intellectual property. Plus, having passive income is a nice change for us. By Summer 2013, we were done with our last freelance job and started working full time on The Painscreek Killings. Looking back, we realized we were very naïve to quit everything and moved to something we have never done before. But at that time, it seemed like the best choice to make.