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Hello everyone! And thank you for your continued support! We've been away for a few months working hard on porting Midnight to Playstation, Switch, and Xbox and the time has finally come for us to open preorders exclusively at PlayAsia! https://www.play-asia.com/search/Senses+midnight Only 2000 Limited Editions will be produced for Nintendo Switch and 1000 for PlayStation 5, priced at US$39.99 plus shipping to include the game, manual, soundtrack CD and numbered certificate in a collectors box. Standard copies will also be available as an open pre-order for Nintendo Switch at US$29.99. Midnight will be available digitally on these platforms in June, and physicals should be out in September! We are very excited for this opportunity and hope that anyone waiting to get their hands on the game in another form, or physically will finally get their chance! East Asia Soft worked really hard to get the "2.1" content optimized perfectly for consoles and we are very happy with the results. We also want to thank all of you who helped us bring Midnight to a much better state than it was at launch. Your feedback was incredibly important and we never would have been able to achieve this without you.
[ 2023-04-13 13:49:10 CET ] [ Original post ]
Hello, we've addressed several small bugs, we hope that you are enjoying SENSE/s: Midnight ver2.0.
- Fixed an issue where the kama was appearing but not interactable
- fixed an issue where the kama interaction would not trigger in NG+
- Fixed a bug where the game would not return to the main menu after the credits.
- Fixed a bug where the gacha coin in the underground tunnel could not be picked up from certain angles.
- Fixed Several grammatical errors.
[ 2022-10-27 18:09:57 CET ] [ Original post ]
Hey everyone! Thank you for your continued support for us and SENSE/s! Our MAJOR update is finally, the new content brings the game to a much better and more "complete" feel. We are very excited to see the feedback and hope that anyone that was disappointed gives Midnight another chance! On top of fixes, this patch adds roughly 30 minutes of additional gameplay! FIXES
- Various minor bug improvements throughout the game
- visual improvements to several cutscenes, including elements that were broken or not rendering properly.
- Fixed a bug causing several shinrei shashin to be triggerable in the wrong place, but not capturable. These will no longer trigger unless in the "hot zone".
- Fixed an issue where several cutscenes would cue improperly causing camera jumps, assets appearing before fade in/out. (these issues may still persist for some scenes)
- adjusted several interactions that could be started/ended at odd times, which caused odd behaviors on rare occasions.
- improvements and fixes to several meshes, textures and visuals.
- A New area has been added to the game, not only requiring an item puzzle to access, but adds lore, interactions, a cutscene and it's own puzzle within.
- A second shortcut has been added which also requires a new item to use, but adds additional lore, interactions, a cutscene, and enables a new enemy.
- The new enemy type is unique, uses pre-established lore, and adds to that story.
- Added a new jibakurei type - "Crimson Jibakurei", these are 3x faster than standard jibakurei and can see the player from further away. They are primarily found in NG+
- Kaho now has a drone called "Teru Teru Robo", acting as another indicator for shinrei shashin zones, and adding some clearer visual logic to the lore/storytelling.
- We've added a few elements to the park to add more "SOUL". Many of these items were concepted out a long time ago and were dropped for a number of reasons, but we decided that the unique visual identity of the game needed to be pushed a bit more.
- Added more dialogue throughout the game for better characterization of Kaho's friends.
- The New Game + ending cutscene is now the "Good ending", and can be accessed in your first playthrough by completing the newly added sections of the game before escaping the park. .
- Several new scares!
- Changed the logic for several interactions and shinrei shashin in order to facilitate the new additions.
- Okiku will have a "second form" accessed at a certain part of the game. Though the visual changes are minor, she will be faster, more aggressive and her attack hurt box will be wider. Dodging this form will be more difficult, so holding on to your magatama will be more important.
- Okiku will also be force spawned close to the player in several more interactions, adding to the tension and moment to moment gameplay.
- Signs of centipede infestation will be more obvious and apparent for lore.
- Additional visual improvements and mesh reworks.
[ 2022-10-21 22:00:26 CET ] [ Original post ]
Hello everyone! We're sorry for the month of silence, but we really wanted to take stock, reflect, and carefully consider how to move forward and what specifically to address. We mostly have good news for the patch, but want to give some bad news first. Without getting too into the issue, despite our best efforts we were left with no choice but to part ways with our coder, this unfortunately means that the only fixes and additions we could make over all were visual, lore, or minor adjustments or iterations to what we have. Adding combat, new features, drastically changing enemy behavior, is simply not possible. The good news is we aren't quitters and we pretty immediately made moves to find a new coder so that we can rebuild a much better, more versatile, and better optimized way to continue making games going forward. We are very excited to get back to work, and are hopeful on our current prospects! All that out of the way, we spent a few weeks planning out what to add and how given our limitations, and the rest of the time working our butts off to add it all in. I believe, though small, the new content brings the game to a much better and more "complete" feel. We are very excited to see the feedback and hope that anyone disappointed gives the game another chance! We are presently working on some final new elements we will outline below while we wait for the localization files. We are still on track for a release of this patch just in time for Halloween! We are calling this patch 2.0, and are heavily and carefully testing for bugs and errors, that said if any missed bugs arise from this new patch we will work to address them as soon as we can! We expect to push the update by next Friday Oct 21! Side note - The new content of the game adds roughly 30 minutes of additional gameplay! FIXES
- Various minor bug improvements throughout the game
- visual improvements to several cutscenes, including elements that were broken or not rendering properly.
- Fixed a bug causing several shinrei shashin to be triggerable in the wrong place, but not capturable. These will no longer trigger unless in the "hot zone".
- Fixed an issue where several cutscenes would cue improperly causing camera jumps, assets appearing before fade in/out.
- adjusted several interactions that could be started/ended at odd times, which caused odd behaviors on rare occasions.
- improvements and fixes to several meshes, textures and visuals.
- A New area has been added to the game, not only requiring an item puzzle to access, but adds lore, interactions, a cutscene and it's own puzzle within.
- A second shortcut has been added which also requires a new item to use, but adds additional lore, interactions, a cutscene, and enables a new enemy.
- The new enemy type is unique, uses pre-established lore, and adds to that story.
- Added a new jibakurei type - "Crimson Jibakurei", these are 3x faster than standard jibakurei and can see the player from further away.
- Kaho now has a drone called "Teru Teru Robo", acting as another indicator for shinrei shashin zones, and adding some clearer visual logic to the lore/storytelling.
- We've added a few elements to the park to add more "SOUL". Many of these items were concepted out a long time ago and were dropped for a number of reasons, but we decided that the unique visual identity of the game needed to be pushed a bit more.
- Added more dialogue throughout the game for better characterization of Kaho's friends.
- The New Game + ending cutscene is now the "Good ending", and can be accessed in your first playthrough by completing the newly added sections of the game before escaping the park. .
- Several new scares!
- Changed the logic for several interactions and shinrei shashin in order to facilitate the new additions.
- Okiku will have a "second form" accessed at a certain part of the game. Though the visual changes are minor, she will be faster, more aggressive and her attack hurt box will be wider. Dodging this form will be more difficult, so holding on to your magatama will be more important.
- Okiku will also be force spawned close to the player in several more interactions, adding to the tension and moment to moment gameplay.
- Signs of centipede infestation will be more obvious and apparent for lore.
- If time permits we are working on re-animating parts of the ending cutscene, though this is the most unlikely addition.
- Additional visual improvements and mesh reworks.
[ 2022-10-13 21:27:05 CET ] [ Original post ]
- fixed an issue which broke camera aiming when using modern(POV) control scheme.
[ 2022-08-14 22:10:09 CET ] [ Original post ]
Hello everyone! As promised here is the big patch including fixes and adjustments for many aspects of both gameplay and visuals. We've worked hard to address every concern and piece of feedback we can, and while some feedback doesn't fit with the kind of game we are trying to make, we will take those critiques forward to our next projects and consider them carefully. Here's the list of changes; ADJUSTMENTS
- Added facial animations to Kaho in all cutscenes and some in-game animations
- Gave Kaho eye-glints for even more liveliness.
- Adjusted the FoV, chase range, and respawn times of all standard game jibakurei
- Added additional Jibakurei that spawn after a certain progression point to add more difficulty.
- Changed the mesh/texture for the padlock that needs to be removed with bolt-cutters to avoid player confusion.
- Adjusted the placement of some invisible walls and added environment detail to better signpost blocked off areas
- Added a subtle screen effect when in the proper vicinity of a shinrei shashin
- Adjusted the two shinrei shashin considered to be too hard to get, and made them slightly easier, each has a 1 second buffer now for aim adjustment and timing.
- Made the hiding minigame slightly harder
- Added several environment details and camera views for better signposting.
- Added a shortcut between the playground and the rest area. ---------
- Added a toggle in the options for "modern" controls - though we are happy to provide further accessibility options, we want to stress that this control scheme is NOT how the game is intended to be played and may lead to some frustration navigating screen to screen. Tank controls are objectively the correct control scheme for fixed camera systems, subjectively they are also the best.
- Adjusted issues with several hitboxes and colliders, including missing hitboxes on environment details
- Fixed a bug with the first map photo not registering correctly.
- Fixed localization formatting in tutorial screens
- adjusted the height of the bathroom floor so it will no longer obscure dropped coins.
- adding an additional area that visually adds to the lore of the park and it's history.
- adding 2 more shortcuts to alleviate some backtracking concerns.
- adding a way to bypass the "bad ending" and achieve the true/good ending in standard game.
- adding additional lore for the presence of the NetDiverEye character.
[ 2022-08-12 23:09:17 CET ] [ Original post ]
Hello everyone! As promised here is the big patch including fixes and adjustments for many aspects of both gameplay and visuals. We've worked hard to address every concern and piece of feedback we can, and while some feedback doesn't fit with the kind of game we are trying to make, we will take those critiques forward to our next projects and consider them carefully. Here's the list of changes; ADJUSTMENTS
- Added facial animations to Kaho in all cutscenes and some in-game animations
- Gave Kaho eye-glints for even more liveliness.
- Adjusted the FoV, chase range, and respawn times of all standard game jibakurei
- Added additional Jibakurei that spawn after a certain progression point to add more difficulty.
- Changed the mesh/texture for the padlock that needs to be removed with bolt-cutters to avoid player confusion.
- Adjusted the placement of some invisible walls and added environment detail to better signpost blocked off areas
- Added a subtle screen effect when in the proper vicinity of a shinrei shashin
- Adjusted the two shinrei shashin considered to be too hard to get, and made them slightly easier, each has a 1 second buffer now for aim adjustment and timing.
- Made the hiding minigame slightly harder
- Added several environment details and camera views for better signposting.
- Added a shortcut between the playground and the rest area. ---------
- Also Added a toggle in the options for "modern" controls - though we are happy to provide further accessibility options, we want to stress that this control scheme is NOT how the game is intended to be played and may lead to some frustration navigating screen to screen. Tank controls are objectively the correct control scheme for fixed camera systems, subjectively they are also the best.
- Adjusted issues with several hitboxes and colliders, including missing hitboxes on environment details
- Fixed a bug with the first map photo not registering correctly.
- Fixed localization formatting in tutorial screens
- adjusted the height of the bathroom floor so it will no longer obscure dropped coins.
[ 2022-08-12 23:07:38 CET ] [ Original post ]
We've addressed most of the core bugs and issues with this patch, here is a list of the changes; - Fully fixed the security panel puzzle and card swipe interaction. - addressed an issue where dropped items could clip outside of certain areas and through certain objects. - Fixed the bug where the notes panel's scroll position was not resetting properly between selections. -fixed a bug requiring a second button press to start the fence padlock puzzle, which confused some players about requirements. The puzzle now starts immediately after dialogue. - Fixed a bug with a certain ghost appearing in the camera mode, when he shouldn't have. Here's a list of additional adjustments we've made to improve the over-all experience. - Added an icon for the proper location to 'USE' the umbrella to end it's quest chain. - Adjusted the walking and running speed of Kaho, making her slightly faster. - Increased Okiku's chase speed to match Kaho's new run, also made her slightly faster in comparison as well to add more difficulty and tension. - Increased the speed of all jibakurei, decreased their Range of vision. increased respawn timer to 60 seconds - Made the NG+ exclusive jibakurei red in color, increased their speed 25 - 50% above the standard jibakurei to add difficulty and tension. increased respawn timer to 30 seconds - Decreased the range of vision on all Hitodama, decreased their effective range of attack, increased their respawn timer to varying times depending on location.
[ 2022-07-27 00:04:06 CET ] [ Original post ]
- Fixed the bug preventing completing the security panel interaction. Unfortunately, due to the nature of this bug, we will be unable to migrate save files. We apologize for the inconvenience and hope that this patch allows for better enjoyment of the game!
[ 2022-07-26 00:01:06 CET ] [ Original post ]
Thank you all for your feedback, positive or negative. We are working hard to address key issues as quickly as possible and are thoroughly testing the fixes we've made to be sure that they work and don't break anything. Here's a list of what we've addressed and will be included in the patch. - Fixed a bug where the camera flash is too bright and obscures all photos. - Fixed a bug with the gate to the rest area's hitbox not responding. Also added an additional light to signpost this interaction better. - Adjusted the hitbox for the security panel puzzle. This may not prevent the bug that disallows you sliding the ID cad, but we are trying to figure out the problem, this bug appears to be rare enough to be very hard to replicate. AS soon as we can identify the problem we will fix it - fixed camera glitches with several cutscenes and interactions. - fixed a bug with the inventory system that allowed an item dupe glitch (only effected interactions with stacked item usage) - Fixed a bug where the clock's face change and audio chime weren't occuring. - Fixed a bug where the vending machine coins were not being used all at once, requiring players to insert one at a time. - adjusted and added several camera angles within interactions and traversal. - added additional signposting and dialogue for some interactions to aid the player's understanding of where to go and what to do. Here's a list of the non-bug adjustments we are making or considering in coming patches - We've contacted our animator about adding some animations to Kaho's face, and they've agreed to help make it happen. We didn't think this would be as big of an issue as it was, but will add this feature in as quickly as possible. As soon as we have news to share on that front we will. - we are experimenting with the walk/run speeds of both the player and the enemies. We want to balance this very carefully, and thought we had found the perfect speed for the direction of the game. Any feedback or thoughts appreciated. - Re-configuration of NG+ content into standard game playthrough to add more of the lore/story for those that want to experience it all in the first playthrough. We did intend for the game to be played through twice for lore and narrative reasons, this didn't hit the way we wanted. The secret costume will remain tied to completing the game once, and the "good end" will still be tied to NG+ completion though. - removing and/or replacing 2 shinrei shashin considered to be too hard to get. These are bugs and adjustments we are working on but will take time to fix. These will come in later patches as soon as we can - Issues with formatting in localized text on tutorial screens. - Issue with steam achievements not unlocking. - issue with dropped items falling outside of bounds in certain spots. - possible, but unverified bug with the vending machine. (any video evidence of this would really help as we have not been able to replicate this in any way) - Adding a screen effect for when you are near a shinrei shashin, as audio signal does not appear to be enough. - Regarding the notes tab issue - fixing this will take a few days because we aren't sure what caused it or why. As a temporary workaround, try clicking on a longer note, scroll back to the top then click on the shorter note again to reset it's scroll position. - We will be experimenting with a 3rd person OTS camera system and standard movement. This would greatly impact the gameplay and changing the perspective would both make many environmental scares impossible to see, as well as cause some environmental details to look "wrong", but we are willing to offer this option to players if we can get it working functionally. However, it is not how the game is meant to be played and we don't recommend it's use if/when we add it in. --------------------------------------------------------- As more bugs are found we will address those as quickly as possible as well. Thank you all very much for your feedback and support, We are doing our best to make Midnight the most enjoyable experience we can!
[ 2022-07-25 00:01:29 CET ] [ Original post ]
- Fixed a bug where the camera flash is too bright and obscures all photos. - Fixed a bug with the gate to the rest area's hitbox not responding. Also added an additional light to signpost this interaction better. - Adjusted the hitbox for the security panel puzzle. This may not prevent the bug that disallows you sliding the ID card, but we are trying to figure out the problem, this bug appears to be rare enough to be very hard to replicate. AS soon as we can identify the problem we will fix it - fixed camera glitches with several cutscenes and interactions. - fixed a bug with the inventory system that allowed an item dupe glitch (only effected interactions with stacked item usage) - Fixed a bug where the clock's face change and audio chime weren't occurring. - Fixed a bug where the vending machine coins were not being used all at once, requiring players to insert one at a time. - adjusted and added several camera angles within interactions and traversal. - added additional signposting and dialogue for some interactions to aid the player's understanding of where to go and what to do.
[ 2022-07-24 23:59:34 CET ] [ Original post ]
Hello! We are so excited to announce that after nearly 18 months of dev, SENSE/s: Midnight is finally in your hands! After taking all the feedback from Sense: A Cyberpunk Ghost Story we wanted to apply it as quickly as possible in a way that showed real growth in many key areas. Midnight is the first step in that goal. We truly hope that you enjoy the game and follow us along this journey!
We want to give a little information and update (don't worry this isn't a roadmap) on where we are going from here as the first few days of release unfold. We will of course be addressing bugs, paying attention to the community discussions, and taking all feedback we can to improve or fix Midnight where necessary and possible. We know of some minor bugs already that don't effect gameplay or completion and are already working to address them, and we anticipate more of those along the way. We also have a few graphical/visual areas we would really like to improve upon if we are able to, and if player feedback is loud enough.
We also want to address the fact that Midnight DOES HAVE FULL CONTROLLER SUPPORT. Due to some finnicky behavior when using the XBOX controllers while navigating menus/UI, steam would not approve us for listing full or partial controller support in the storefront. We are working on this now, but rest assured, the entire game is fully playable (and frankly was developed with controller input as the main play style) with xbox, playstation, and generic gamepads.
We look forward to seeing your reviews and feedback and will do our best to push any critical patches as quickly as possible! Thank you so much for supporting us, we sincerely appreciate it!
To follow along with other announcements and news follow our twitter
https://twitter.com/SUZAKU_Games
We also want to thank East Asia Soft for working with us to get Midnight to consoles later this year! Follow their twitter for updates about their projects as well as news about Midnight's console releases -
https://twitter.com/eastasiasoft
[ 2022-07-22 15:19:00 CET ] [ Original post ]
Hello everyone! Hope you are all doing well and we are sorry for the infrequency of development updates. We ended up using patreon and twitter for that more than any other place, but are learning a lot and doing our best to manage the many platforms you all use to get you information. Our first announcement of the day is that EAST ASIA SOFT will be publishing SENSE/s: Midnight here on steam and on consoles(later this year)! We are very happy to work with them again after they helped us so much with Sense: A Cyberpunk Ghost Story's physicals and console versions, and look forward to growing even more with their help! Second, we have uploaded new screenshots and the trailer! check them out on the store page, or watch the trailer here vvvvvv [previewyoutube=WJFa537N_qs;full][/previewyoutube] And finally, we are excited to announce that Midnight will be releasing here on steam on July 22nd! The next 2+ weeks until launch we are working primarily on testing and final polish. The game is effectively finished and has been extensively tested by our small team, but there can never be enough testing done before launch! We are doing everything we can to make sure that the launch is as close to flawless as we can get it. We are very proud of and confident in the quality it stands at presently and cannot wait to get Midnight in your hands!
[ 2022-07-05 20:25:28 CET ] [ Original post ]
Good afternoon everyone! Bad news first, obviously we did not meet our Halloween release date plan. We had an unexpected move we had to make along with two separate health issues for 2/3rds of the team in early October. We effectively lost over a month of dev time. We are all healed up and settled in though and back to full speed work on the game, We hope to have dev wrapped up by Christmas and obviously wouldn't be able to effectively release Midnight until after the holidays. We've decided to take the extra time to polish polish polish and QA test even more. If you would like to be part of the QA test hop on over to our patreon where will will be posting up a test build very soon. https://www.patreon.com/suzaku_games We could really use the help with that aspect! We are still working hard on the enemy AI, which has proven to be a more difficult task than we initially accounted for thanks to navmesh and pathfinding as well as some of the planned features. BUT we finally have our photography system in the game so that you can use it to get a better look at your surroundings, find hidden items, AND capture secret shinrei shashin hidden throughout the park. You will also be able to unlock the bikini costume through gameplay and saving/loading should be working as intended(mostly) in the new test build. Our big hurdles at the moment are the end game cutscenes and the main enemy AI. We are also very open to feedback on visuals, though due to our time, budget, and small team we may not be able to do too much in that department! Thank you all for your interest in our new game we cannot wait to get it into your hands!
[ 2021-11-04 22:30:37 CET ] [ Original post ]
- H1Z1: King of the Kill Test Server [2.05 G]
SENSEs: Midnight is a full 3d survival horror game taking major cues from Fatal Frame and Resident Evil, featuring TANK CONTROLS and FIXED CAMERA ANGLES in order to capture the truest essence of classic survival horror titles. Discover the secrets of the park via environmental storytelling and lore, manage your limited inventory slots carefully to avoid backtracking, weigh risk and reward on puzzles that may alert the vengeful spirits of the park, use hiding spots to temporarily elude your pursuer, and remember, there is only one place you can safely save your game... Expect the Ikebukuro walking park to ooze dreadful atmosphere while the ever-present threat of a relentless Onryo stalks and chases you wherever you go!
SENSEs: Midnight is the first part of the anthology style sequel to Sense: A Cyberpunk Ghost Story
https://store.steampowered.com/app/1120560/Sense___A_Cyberpunk_Ghost_Story/ by SUZAKU games.
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