Another small one this time. A couple non-essential dialog files were missing in the final chapter. The error was discovered, and they are now properly implemented! Thanks as always.
Small fix here, where we fix a softlock that occurred consistently after the 'accident' at the end of Chapter 2. Existing save files should properly play the cutscene and the game should continue! Thanks AGamerMom00 for this report!
At long last, the end of Aggys journey is upon us! The Somnipathy 'Before You Wake' update brings the nightmare to its proper conclusion, adding another 4ish hours of story and content (on your first play through) to the game. Before you Wake adds
- A new neighbor to assist
- A new nightmare realm to explore
- 3 Endings based on your decisions throughout the game
- Hours of new dialog and closure for your favorite characters
Been a bit since the last major fix! This one goes out to Forgottenfkr who did a sequence break we hadn't thought about. The epilogue chapter is still due out before years end as well, we haven't forgotten about that!
- Fixed a sequence break that would get you stuck in the family apartment during Bruxism
Fixing some of the few remaining known bugs in the current build! The Final chapter is coming along nicely and should be released next month.
- General Typo Fixes
- Fixed a bug that would get the Journal stuck if you enterted Combat
- Fixed handmade binoculars to be 'holdable'
- Fixed some hand ins in the Family apartment
- Fixed the enemy codex previous page button not functioning right
This one was supposed to be small but spiraled into something quite large. We've had ALOT of feedback and found alot of bugs, so we're pretty proud of where this eventually landed. Of particular note is the Memento Meri questline which pushed what our little system could do pretty hard, and has gotten alot of attention to make it smoother and harder to 'trap' yourself. It's a much happier experience now, even if you're mid way through.
- Upgraded the underlying engine to address a crash in Bruxism
- The Eggs no longer take up inventory space. You still gain the benefits, but they are now appear as part of your HUD after collection. Existing eggs have been converted into an apology item.
- Adjusted the placement of certain items in the Family apartment. This may result in 'duplicate' items for players who've already reached this point.
- Fixed many unintended breaks and flag increments related to Memento Meri quest line
- Fixed a memory issue that occurred whenever you opened the Journal
- Fixed Maureen Date 2 being triggerable before Marureen Date 1
- Candy cane projectiles no longer persist through rooms
- Fixed the wire connection puzzles language and quit button
- Adjust colors of valid and invalid push/pull power use
- Fixed some memory issues related to menus that never unloaded when not in use
- Fixed 'sitting' animation, allowing it to occur from a 'Sprint'
- Super is now more aggressive when Eye Squids are near.
- Added 40 new 'item turn in' interactions.
- Fixed many sfx cues.
This patch is about 'sequence' breaking and making sure things related to Kingsley don't break if you wander off the 'proper' path. A bunch of hardening was done. Apologies to RandomLib, but your trek can continue now!
- Fixed a bug where you could get locked out of the Gamer Nightmare if you left before getting the egg
- Fixed an errant event that could cause your quest flag to be wrong if you re-entered the Gamer nightmare
- Fixed a couple of softlocks in Bruxism nightmare that could occur if you gave the wrong items to the wrong things.
- Escape power has been upgraded! You are now immune to being captured again for a set time after using it You can no longer waste escape out of combat
- Giant Bump health bar now shows up appropriately
- Smoothed some dialog with Kingslayer
- Damage numbers now fly out of enemies when hurt out of combat
- Visual effect of Pull/Push has been tweaked
- Fixed bug where night wouldn't occur if you had too much money at work
- Work around for anchor quest if you were caught mid turn in when we changed the dialog short circuit
A few minor patches rolled into one. This mostly effects Bruxism and some balance changes
- Nerfed Eye Squid attack pattern (again)
- Push and Pull now also do 1 damage to enemies in range
- Fixed poetry counter issue
- Expanded who counts as 'talking too' for the chatty kathy achievement
- Changed the aquisition method of the Piano Key item. Too many people were missing it, and it wasn't intended to be a 'hidden object' scenario.
- Fixed transitions in hospital
- Fixed variety of bugs in the Family Apartment
- Fixed some item name bugs
- Adjust room 28 of Bruxism based on player feedback (crusher spacing)
- Fixed bug in the survival gauntlet boss fight
Welcome Steam gamers!
The developers here at Tearcell Games are extremely proud to show you more of our debut game release, Somnipathy!
We will be broadcasting some of our favorite highlights showing how Somnipathy was made so stay for a while to watch, or just pop in whenever you like.
Our Discord is always open if you want to chat with us about any questions you might have.
Thank you for sharing this wonderful moment with us.
-Tearcell Games
This patch unstucks Adam specifically. Sorry Adam.
- Added an exit to the Hospital (Sorry Adam)
- Changed the can achievement to be a general trap achievement
- Fixed said trap achievement not incrementing properly
- Fixed boss health appearing and boss music playing in dead boss rooms
- Fixed missing interaction to Aggys dryer
- Fixed loom room pathing (again hopefully for good, it was the chair)
- Dialog Theme overrides have some exceptions for full screen backgrounds
- Fixed some logic loop holes when dealing with the Super and the anchors
The loom room pathing issue was the chair... naturally the last thing we looked at. Yay! We also fixed some issues with the theme overrides that made things funny.
- Changed the can achievement to be a general trap achievement
- Fixed said trap achievement not incrementing properly
- Fixed boss health appearing and boss music playing in dead boss rooms
- Fixed missing interaction to Aggys dryer
- Fixed loom room pathing (again hopefully for good, it was the chair)
- Dialog Theme overrides have some exceptions for full screen backgrounds
We fix some night time related issues here, as well as many little annoyances people have reported! Keep em coming
- Fixed a bug where 10 entries in the journal would cause a next button to appear in error
- Spam clicking a stamina potion will no longer cause the 'default response'
- Fixed an errant occurring when you reenter Kinsley's apartment
- Fixed a pathing bug in the Loom room
- Fixed a glitch where the work day would never end if you had too much money
- Fixed some radio related dialog
- Assorted typo and formatting fixes
- Removed item reminder effect on box 'doodads'
- Fixed some proximity lights in the first dungeon
- Fixed a bad interaction when handing items to named NPCs who don't need them
- Added an escape from the binary code puzzle in the 3rd floor mini dungeon
- Fixed some tooltip hover on debug issues
- Adjusted the Eye Squid attack pattern
- Removed redundant dialog from Aggys apartment concerning yarn ladies
Another release week fix! This time fixing a persistence problem that didn't exist in debug, but definitely exists in release... until today! Thanks for your patience on this issue, took some digging to recreate.
- Fixed a persistence issue, most often seen with the 'poetry' collectable quest
- Addressed a rare crash when you hit a door and an enemy at the same time
- Adjusted animation timing of bound creature tail strike to be more accurate
- EyeSquids attack pattern has been nerfed slightly
- Fixed whiteboard map issues in RLS and Bruxism.
- Added an emergency food item after RLS boss fight
- Fixed interaction issue with Maureen
- Fixed 'fade to black' when you go through doors
- The phantom tax man has been reprimanded. The Cash persistance bug has been fixed, and you will KEEP what you EARN properly. - Items you don't REALLY care about won't trigger the 'lost item' map marker, like the broken lamps (Sorry BillyKirby, C27Penn, and Lynn) - Brokenbat stun time has been buffed 2->3 seconds
Big thanks to Billy1Kirby for alot of these, and our other early testers for the rest! More fixes to come (fix for the cash glitch coming TONIGHT)
- -Fixed Date background not loading properly
- -Fixed Y sort in office breakroom
- -Fixed Hud tooltip error
- -Moved Anchor from room 16 to 17
- -Fixed Frozen Pizza Dialogue
- -Fixed Gamer Nightmare Layer 1 quest
- -Fixed Boxes in Oakwood Hallway
- -Fixed Y Sort issue in Nightmare Room 10 w/ Lamp Cat
[previewyoutube=KyMBXggWrQc;full][/previewyoutube] It's been almost a year since the first public access to Somnipathy arrived here on Steam, with our original demo for the game during the lead in to Next Fest October 2022. The game has come a long way since then, in large part due to the feedback of those of you who tried our demo in that time. We'd like to thank all of you who have played the demo, given us notes, and wishlisted the game. Truly, thank you. And to everyone who is about to dive into the world of Somnipathy? We appreciate you. It means so much to us that you are choosing to experience the fruit of our labor, and we look forward to taking in what you all have to say in the days, weeks, and months to come. Now, a few quick notes about the release version of Somnipathy! The BIG changes:
- Powers have been added! Aggy can now discover strange and incredible reusable powers to help in her journey. Can you find them all?
- Level 1 has had many new scenes and events added - if you've already played through level 1 in the demo, we encourage a fresh start to experience all the changes!
- Massive upgrades have been implemented to the UI in every area - the HUD, the inventory, and the hotbar have all seen changes since the last version of the demo. We encourage you to check the settings page from the main menu before starting your first foray into story mode!
- A profanity filter option is available in the settings page, to make the story mode safe for younger players or for those of you who wish to create content intended for all ages!
- Settings also includes a helpful theme changer, to increase accessibility and readability of many in-game elements!
- Steam Achievements! There are lots of them to discover, try to collect them all!
- Everything is better in every way. We're serious.
That's all for now - enjoy your adventures in Somnipathy!
The level of excitement here at Tearcell is through the roof, and we are delighted to announce that Somnipathy will be releasing on Steam in just over a month from today! Many of you have downloaded and enjoyed our different demo versions over the past 11 months, and we hope you are also enjoying our current curated demo version for visual novel fest, which shows you a bit more of the world and character interactions to be found as you advance deeper into Somnipathy. Our lead writer James Thomasos, recently one of the winners of Rusty Quills Rusty Fears 6 horror writing contest, shares this: Somnipathy is a story we've all lived: a story of crushed dreams, broken promises, nightmarish realities, and facing tomorrow. Haven't we all found a demon or two waiting inside the quiet parts of our minds?" Wed also like to advise you that the full release of Somnipathy will contain some differences from the demo experiences many of you have had with the first level of Story Mode - we look forward to reading, hearing, and seeing your responses in September as you encounter more of the horrors contained within Somnipathy. In the meantime, keep an eye on this spot as well as our social channels as our developers continue to preview some of the art, mechanics, and characters youll encounter soon. Stay safe, and stay awake! -The team at Tearcell [previewyoutube=7SKXyXdkSpw;full][/previewyoutube]
Just a 'small' patch this time, where we add the long tested features and even a brand new event type! Mainly we're cleaning up small bugs, crashes, and polish.
- Fixed animation glitch when a character is in a dialog but doesn't talk
- Moved names and removed the box to hopefully improve readability
- Fixed some early game interactions
- Fixed HUD appearing inappropriately
- Added 'reflections' to mirrors!
- Fixed weird Cauflin animation bug
- Beating an enemy no longer deals unavoidable resolve damage in Story mode
- There is now a 'date' that you can go on. Can you find it?
As we push through for our fall release, and finish up submission and content for the summer festival season, we have another update to share that affects our demo! Remember you can play our demo from steam or itch.io 0.6.0 Pax Rising 2 release
As we finish up level 2, its now time to push some of the new features to the demo! Here's what you have to look forward to in 0.4.5
- Dropping items can now slow or stun the Creeper if timed properly
- Dropping items can now stun, slow, or damage regular enemies that are chasing you if timed properly
- Fixed bug where the boss of the demo couldn't hurt the player
- Nerfed strength requirement in room16 from 22 -> 14
- Reworked Pressure plate system
- Added an always on display showing you the weight needed to activate plate
- Items dropped on the plate move towards it slightly to indicate proper placement
- Adjusted hit box and sprite alignment to better match
- Adjusted animation and SFX for better player feedback
- By popular request Creeper can now activate pressure plates if he can be lured close enough
- Added a new pressure plate you can test and play with safely
- Fixed font 'fuzzinesss' in full screen mode
- Creeper can now push some objects around
- Added new room to demo level to even out pacing pre-mini boss
- Reverted change that inadvertently increased Creeper hit box
- Changed World map image
- Added mouse cursor changes on context
- Toned down the 'black' darkness in nightmare 1
- Added highlight on continue game hover
- Dialogic plugin has improved! Thanks @theBardsRc for all your hard work!
- New experimental light system in place
At last, the post Halloween build is complete. And its a doosy. We've gotten so much valuable feedback from so many amazing sources, and its crazy how much has been added to the demo, let alone behind the scenes. We have innumerable new animations, filters and FX. New 'flashbacks' to flesh out the story more naturally. Full screen puzzles are in, and the journal has been updated to be even better looking. 0.4.x
- Journal Revamp - Brand new animations, organization, and an enemy codex!
- Added 'hint' system for misplaced items on the Whiteboard. Rooms with items you can pick up have a cat paw icon on them
- Visual FX additions - New filters and effects to let you know when you're in danger, take a hit, and more
- Fixes to visual glitches in the Intro levels
- Added many missing sound effects in the Intro levels, Piano room, interface, and store
- Added more feedback when you pick up, use an item, or hover over an item
- Fixed broken Aggy animations (Grab, Stare)
- Added new Aggy animations (Wakeup, Death, Walk, Sit, Dance)
- You can now make Aggy dance by hitting the 'd' key
- Added a video mode. Hide HUD and Mouse, by hitting 'v'
- Fixed sprint persisting through interactions
- New cutscene added to room 12 (piano room)
- Fixed pathing and interactions in room 17 (forge)
- A new 'pre tutorial' cutscene flashback has been added to new games!
- Animated backgrounds added in dungeons (experimental)
Welcome everyone!
INDIE Live Expo Winter 2022 is finally here and we are so excited to be a part of it. After the main livestream*, come swing by to play our demo and learn more about Aggy and the ecsentric characters found in Somnipathy. We have a feedback page located at : https://steamcommunity.com/app/2069260 as well as a discord located at: https://discord.gg/X99yEtAZAJ What else are you waiting for?
*Edited: You can see our segment around 2: 10 :08 either here or on YouTube below. English: https://youtu.be/Y2aQjR5WQL4?t=7810 Japanese: https://youtu.be/oGrBzi_Yyhs?t=7809
Somnipathy returns for Screamfest, with an improved demo, more features, and more fright! Missed us during NextFest? Now you have another shot to try the worlds first point and click, rogue-adjacent, pixel horror thriller! With an improved intro and added sprinting capabilities, its never been more fun, to run! But be quick, the demo will return to the workshop after we gather feedback from this event!
Score attack mode is a great way to practice the mechanics of combat and path management in Somnipathy while trying to make the number at the top of your screen as big as possible. Our narrative gameplay experience uses all the same mechanics you can find in score attack mode, as well as rogue-adjacent progression. Join us for our next live broadcast on Saturday the 8th at 8pm Eastern to learn more about the game!
Score attack mode is a great way to practice the mechanics of combat and path management in Somnipathy while trying to make the number at the top of your screen as big as possible. Our narrative gameplay experience uses all the same mechanics you can find in score attack mode, as well as rogue-adjacent progression. Join us for our next live broadcast on Saturday the 8th at 8pm Eastern to learn more about the game!
Score attack mode is a great way to practice the mechanics of combat and path management in Somnipathy while trying to make the number at the top of your screen as big as possible. Our narrative gameplay experience uses all the same mechanics you can find in score attack mode, as well as rogue-adjacent progression. Join us for our next live broadcast on Saturday the 8th at 8pm Eastern to learn more about the game!
Score attack mode is a great way to practice the mechanics of combat and path management in Somnipathy while trying to make the number at the top of your screen as big as possible. Our narrative gameplay experience uses all the same mechanics you can find in score attack mode, as well as rogue-adjacent progression. Join us for our next live broadcast on Saturday the 8th at 8pm Eastern to learn more about the game!
Score attack mode is a great way to practice the mechanics of combat and path management in Somnipathy while trying to make the number at the top of your screen as big as possible. Join us for our next live broadcast on Saturday the 8th at 8pm Eastern to learn more about the game!
Score attack mode is a great way to practice the mechanics of combat and path management in Somnipathy while trying to make the number at the top of your screen as big as possible. Join us for our next live broadcast on Saturday the 8th at 8pm Eastern to learn more about the game!
Tomorrow the demo for Somnipathy goes live, right here on Steam. There is far more available in the demo than just the small bits we've been showing off on our social channels. We are excited to see what you think and how you react!
But before we can see how you respond to what you'll find in Somnipathy, we can take a moment to ask our creative team to talk about some of their favorite and most memorable moments, elements, or encounters that you'll be able to experience in just a few more days.
Mink (creative director and artist), lead writer James Thomasos (@HVCPHD on Twitter), and Ryan (artist and cutscene artist) have been some of the most involved members of our development team since day one. Somnipathy lives and breathes via what the player sees on the screen. We asked each of them a few questions that we think will resonate when you all get to dive into the demo.
Mink: There are quite a few easter eggs in the game that I am pretty excited about, but naming my favorite one specifically would ruin the fun in finding it.
James: Hmm. Honestly, I'm excited for people to encounter and carry out the Pianomantis questline. I'm reasonably proud of how that one turned out.
Ryan: The weird and quirky way the player uses "dream logic" to solve puzzles.
James: I think it will be Aggy's boss' line about having a meeting to schedule a meeting. Truthfully that one hurts me every time I read it!
Ryan: I like where Aggy is "too tired for this sh..." and yells at big scary things like she's an angry old man.
Mink: There's a warning but no one is going to listen.
(Ed. Note: Very, very early in the demo, you'll be asked to make a cup of coffee. DO NOT UNDERESTIMATE HOW TOUGH THIS MIGHT BE!)
Ryan: There is one part where the player will have to navigate a sequence of events at macro and micro levels, all while evading a threat. Always be prepared!
Mink: I think the biggest struggle anyone will have is managing your inventory under pressure. It's coming...
James: I think the most difficult set piece involves the opening of The Forge. That set piece involves crossing a ton of thresholds in rapid succession to collect heavy items, which will quickly raise the difficulty level of the game as well as the speed of The Creeper. The only hint I'll give is that there are two or three workarounds depending on how patient you are or how much of Aggy's money you're willing to spend!
Mink: Thirsty.
Ryan: Curiosity.
James: "...Phew."
You'll be able to download the demo tomorrow. We'll see you there!
We're kicking off our participating in Steam's Indie Next Fest on Tuesday, October 4th at 4PM EDT! Join members of the dev team from Tearcell Games as they play and talk about their upcoming title Somnipathy. Afterwards, you can try it yourself by playing our demo, released as part of Steam's Indie Next Fest! [previewyoutube=1nB7gePEOco;full][/previewyoutube]
On Saturday, October 8th at 8PM EDT, join us for our second livestream during Steam's Indie Next Fest! The devs will be playing more, and we'd like to hear your feedback about your experience with the demo! It'll be a spooky Saturday night, don't miss it! [previewyoutube=1nB7gePEOco;full][/previewyoutube]
Somnipathy
Tearcell Game Studio
Tearcell Game Studio
Coming Soon
Indie Singleplayer
Game News Posts 33
🎹🖱️Keyboard + Mouse
Positive
(15 reviews)
https://www.tearcellgames.com
https://store.steampowered.com/app/2069260 
[0 B]
Each night point-and-click Aggy through Somnipathy - a creepy and surreal dungeon crawling thriller -while utilizing each day to prepare. If you fail, there’s always tomorrow… right?
When I’m at work and when I’m at rest, it watches my every move. I need your help to survive this. They. Are. Everywhere…
- Use every day to prepare for the night. Go to your job, talk to people, buy gear, and explore the world you take for granted
- Every night the enemy returns - avoid monsters, solve puzzles, and go a little further than the night before
I feel like I could collapse at any moment…do I have what it takes to be relentless? By day, I must prepare. Guide me to solve these doubts that bind me.
- Outsmart your pursuer - tireless and relentless, you'll need every trick in the book to defeat them
- Tackle strange and vicious bosses, whose forms defy reality
I know I can’t be the only one yearning to do more with life. Though I feel invisible at work and uncertain of tomorrow, who else is out there? Help me gain strength to endure these obstacles.
- Make connections with those around you, no matter how monstrous they seem
- Play Score attack mode. How long can you withstand sleeplessness? Be the very best... In. The. World!
- Dive into the twisted world of Somnipathy
- OS: Ubuntu 18.04+
- Processor: 1.3 GHz CPUMemory: 1 MB RAM
- Memory: 1 MB RAM
- Graphics: Graphics card: DX9 (shader model 2.0) capabilities
- Storage: 500 MB available space
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