New Features
• Added Photo Mode
• Added "New Game +" available after finishing the campaign once
o Start the game with all weapons unlocked
o Completely overhauled balance with more and tougher enemies
o Some additional gameplay-events and scares
o New, alternative intro
Critical Bugs Fixed
• Fixed black screen when solving attic puzzle after loading save made in attic.
• Fixed achievement bug "Nobody knows what happened"
• Fixed a large number of potential crashes and bugs related to audio issues
• Fixed missing keychain in French Quarter 1 after Save/Load
• Added fixes to avoid potential softlocks:
o Door to from Spiral Staircase to Grand Parlor to avoid soft lock when transitioning to Taroella
o Made sure the Parlor to conservatory door always in unlocked in Chapter 4
o Fixed an issue where the door between Grand Parlor and Spiral Stairs was locked in Chapter 4
o Fixed save issues with boiler valve
o Fixed an issue where the camera in Ruth's room was not interactable when playing as Emily; preventing the player from proceeding to Warphoto
o Fixed an issue where loading an autosave in chapter 4 made the player lose key items (contract and dagger)
• Fixed more than 90 collision issues that could make the player get stuck in environments
Quality of Life Features
• Added two additional save slots for the last autosaves
• Added tutorial popup for examination view.
• Add contextual dodge tutorial for when you have been in combat but not dodged for a while
• Melee tutorial will now also display if player is already in combat state upon picking up weapon.
• Added new icons for molotovs & brick throwable opportunities
• Added camera keyboard controls to the rebinding menu
• Split map and lagniappe tutorial messages into separate strings to better fit the screen.
Combat improvements
• Fixed wrong hitreactions playing for Steamboat Creature in some occasions
• Updated Cemetery Creature to be more responsive to damage received
• Disabled dismemberment on already dead creatures. Now only triggers on the killing hit.
• Updated Emily's combat animations to allow her to blend out of the animations earlier (eg. getting player input control back much sooner)
• Trimmed and sped up many of Emily's hitreactions to feel more direct and responsive
• The player can no longer switch weapon while suicidal (Dark Man)
• Tweaked Edward's heavy hitreactions so the player is allowed to regain input control sooner (smaller chance of stunlock)
• Improved Edward's melee swing arcs to hit so they hit enemies more consistently
• Decreased combat exit wait timer to not have the music played for too long after combat is finished
Other gameplay improvements
• Talisman: Increased the amount of time the player can look at the talisman when completing a puzzle to see all three pictures
• Updated Talisman pickup animations and sequence for both Edward and Emily
• Added bark for picking up the mummified cat lagniappe
• Added/adjusted various barks in Chapter 2 Derceto (pickups & puzzles)
• Added sound when trying to pick up max stack item
• Removed enemies that have not been killed in the warehouse fight if we reach the show room building and load a save
• Made sure the warehouse event cannot be retriggered after loading a save
• Boiler Valve Puzzle: Made sure the player can't interact with the puzzle when taking damage of the steam.
• Added fog and disabled the traversal to avoid backtracking down to the sewers in Gallatin street
• Added bark to noticing Cassandra's crime scene in the basement of spiral stair case
• Updated player character's "Awe" Reaction (used upon entering convent library)
• Added various instances of force feedback on controllers
o Added proximity force feedback to active Dark Man
o Added force feedback when landing on the ground after jumping down
o Added small force feedback on player death
o Added force feedback to transition to various game events (Steamboat storm event, cemetery, dead clerk in Derceto, crypt flicker anomaly, temple collapse)
o Added force feedback to grapple
o Added force feedback to unlocking doors with key
o Added force feedback to unbolting doors
o Added force feedback when trying to interact with a bolted or permanent locked door
o Add small force feedback when picking up consumables
o Added force feedback to walking in maggot piles
o Added force feedback on tackling doors open for single and double doors
o Added force feedback to resistance walk
• Added save logic to the "Jack in the box" - lagniappe to ensure you can only pick it up once.
• Added new plank walkway in Gallatin street dock area
• Allowing the player to triggering Edward's hidden ending in chapter 4
• Removed bark after climbing down ladder to crypt after plaza fight in cemetery
• Small audio improvements to cutscenes
• Added non-diegetic "boom" sound when an enemy is dismembered
Visual Improvements
• Updated size of objectives in the menu
• Tweaks and improvements to level visual guidance
• Tweaks and improvements to level lighting
• Added LODs to Edwards Ghost models
• Updated various animations (Combat, Gun Handling, characters reaching out to rails)
• Optimized interaction HUD
• Various updated textures
• Updated various meshes and UI elements for multiple key items (Sitting Room Key, Stevedore's Key, Kitchen Garden Key, Edward's Desk Key, Jetty Key)
• Updated UI for Batistes Keychain to only feature 3 keys
• Adjusted and added keys to both versions of Johnny the Conqueror cutscenes to match with the amount of keys you actually get
• Decreased lens frost intensity
• Added dust trail to car in intro cutscene
• Polished lighting of the final boss area and added more animations
• Improved mirror reflections
• Edited the jacket joints in Emily sneak animations to fix most of the clipping between the jacket and her skirt.
• Removed some missed full body dismemberment effects
• Updated setdressing for better visibility in the voodoo courtyard in French Quarter 1
• Added a minor set of vines outside of voodoo drugstore in French Quarter 1
• Updated water drop shader and fixed many areas in the game with water effects to work with the change.
• Updated Emily banter animations to fix sync issue between animation and sound.
• Added blood splatter decal to rock crushing cemetery creature in temple escape sequence
• Fixed issue with part of Edward's hair going invisible when far away
• Reduced flickering issues of cloth in windy conditions
• Improved visual quality of 8bit filter
• Updated Power of the Verb UI to better match the description
• Fix for player character having frost effect on clothes during confronting the Dark Man
Performance
• Improved Lighting in various cutscenes, improving performance
• Added preload component to cemetery corridor transition to reduce texture pop-ins.
• Several small visual fixes and improvements (reflections, lights)
• Several bug fixes to art assets improving overall performance
• Removed preloading of Arctic levels to reduce stutter and lag in final Gray's Apt sequence.
• Simplified fmod events for performance improvements
Steam Deck
• Added default video settings specifically for the steam deck
• Steamdeck ui support
• Steam Deck Icons resized
• Steam Deck Controller icons added
• Made the keybinding option hidden when playing on a steam deck
Balancing
• Boosted enemy health on hard difficulty and removed consumables
• Boosted the health of the steamboat creature
• Added new checkpoint in French Quarter 3 just before flooded section
• Added destructible weapons in French Quarter 3 to flooded area
• Updated weapon pickup in Cryptflicker Anomaly
• Added weapon drop spot to Dead Clerk Anomaly
• Increased chances of loot spawning, avoiding the possibility of empty containers.
• Healing flasks now change the healing amount based on difficulty.
• Added melee weapon pickups and dropspots to Derceto
• OilyRoom anomaly: Added melee weapons.
• Added support for flare gun ammo in dynamic pickups
• Spawning of consumables due to empty containers now takes the current difficulty into account when calculating health flask spawn rate
• Moved pickups in chapter 5 from bossfight gameplay to regular gameplay
Additional Bugfixes and Optimization
• Fixed noir and 8bit filters being wrongly displayed with enabled HDR
• Fixed bug where flare gun ammo is over Revolver/Remington after loading a save
• Fixed the menu so the options for dlss and dlaa are not enabled if dlss is not supported
• Fixed bug with subtitle size reset after game start
• Fixed an issue when binding an action to a key that is already bound. Now the old binding will get properly unbound and saved.
• Fixed an issue of players getting stuck while opening lockers in Oil Rig
• Fixed an issue of the "I abandoned him" achievement being possible to unlock early.
• Fixed an issue where it was possible to see the Mound Beast despawn in Oil Rig
• Updated credits and fixed spelling errors
• Disabled Flare Gun when Dark Man is active to avoid letting the player setting him on fire.
• Added timeout checks to avoid weapons getting stuck mid reload animation
• Fixed credits music not playing
• Removed duplicate save key of drowning disaster door to prevent the mansion door to be locked after loading a save
• Attic Puzzle: Added logic to add the item needed to continue the puzzle, if the player has already put it in the puzzle and the puzzle was reset.
• Gray's Apartment Checkpoint: Retimed when the save occurs to minimize the risk of the player getting stuck in when loading the autosave.
• Fixed a VO line in a cutscene not playing and multiple VO lines getting delayed
• Fixed weapon-fire audio getting sidechained (volume lowered) when shooting certain enemies
• Disabled checkpoints in chapter 4 to fix a bug where player could get softlocked in funnel when loading autosave.
• Fixed a bug where a molotov by the plaza in the cemetery could not be reached
• Attic Statuette Puzzle: Fixed an issue with the images in the talisman snapping out of focus.
• Chapter 2: Piazza door is now deactivated in CryptFlicker anomaly.
• Chapter 4: Funnel doors fixed in Gray's hallway.
• Moved up interaction icon on False book in Gray's office that was sometimes impossible to reach
• Fixed an issue where player got stuck when loading save in chapter 5
• Fixed the falling rock after chase event in cemetery
• Fixing issue with being unable to trigger a hidden ending
• Fixed multiple minor bugs that all would lead to ragdoll stopping immediately (most prevalent on loaded save game)
• UI fix for puzzle Dual Cemetery Medallions: move marker input hints was set to incorrect axis (left/right instead of up/down)
• Fixed bug where NPC dialogue would not be correctly reset upon picking up commonplace book.
• X-Ray Puzzle: Tweaked how items are swapped to handle plates clipping through it while moving the item there.
• Solved issue with player character shadow disappearing when the character gets too close to the camera