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.
Friday, February 16, 2018
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
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| (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
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| (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.
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