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-Fixed a bug that prevented players from unlocking ending 2. The reason? I wrote cd instead of CD in the code. Programming errors are like politicians, the dumber, the more dangerous.
-Changed the trigger warning screen to include mentions of disorienting visual effects -Fixed a typo on the difficulty selection menu (How did this slip in?)
I'll be honest: VERTIGROWL is basically vent art about how working on banking IT feels like. You'll fight obtuse systems, perform repetitive tasks, wonder what the hell are you doing, receive almost no prior info, and then complain with your fellow employees in a private chat room.
To be more specific, in VERTIGROWL you take control of a window cleaning platform that takes a certain number of orders, and then executes them. Planning ahead will be crucial as you ascend through an eldritch spire.
The games plot makes use of the Haunted House concept established in Pseudo-Haunting, meaning theres going to be plenty of confusion and weird monsters. Despite sharing concepts, its not a sequel and it will be a much shorter and cheaper ride.
https://store.steampowered.com/app/3053770/VERTIGROWL/
Added a combat tutorial for chill difficulty since the default one was not appearing due to being tied to the (disabled in chill) random battles.
-Fixed a bug that made the "Not a Safe Place" exit door lead nowhere. -Fixed a series of dumb mistakes that made the final vending machines unable to give the CD collectibles.
Fixed a bug that disabled the main menu if you pressed "Enter" too early.
Its been 6 months of figuring out how 3D works and facing the overwhelming dread that civilization might collapse before I finish this game, but its done. Making a retro survival horror was much more traumatizing than playing it, but here we are. [strike]Fatal Frame with a Stand[/strike] Pseudo-Haunting has been released. This house is haunted, and so are you.
Its time. The game is done and tested, only minor improvements are left. I decided on Friday 5 for a release date so I can respond to bug reports or questions about puzzles during the weekend, if I released it during workdays I would only be available to answer those around 2 hours per day.
Its been a really weird journey. Despite all of the murder ghosts, odd puzzles and existential dread, you made it to the end. Pseudo-haunting is complete. Im not going to spoil the last chapters gameplay gimmick, so Ill just say it involves the only thing scarier than a good monster design: an invisible monster.
So, what now?
Testing, duh.
So far I managed to play the whole thing with minimal issues. I plan to see if I can gather a small amount of playtesters and release the full game this April.
Miscellaneous changes:
Obvious spoiler warning for the gameplay!
Personal space please
So for the last devlog we had a bunch of separate levels, each set messing with a separate mechanic. Now the logical route would be mixing them for this chapter.
Does this look like a logical game to you?
For chapter 3 I wanted to change up the gameplay since repetition can turn the scariest scenarios into a boring chore, so I decided to borrow yet another page from Fatal Frame. Specifically, the section in Crimson Butterfly in which you lose your combat mechanic and have to run away from an unbeatable chaser enemy.
Theres a catch, though: the normal enemies can still be encountered. How do you beat them? You have the chaser hit them for you.
Yes, its 6 Feet Behind 2.
Also, if you turn back after being told that you cant turn back, pick up an odd key and brace a section with the chaser and bullet hell hazards again, you can pick up and old friend.
A quiet place OH GOD THEYRE HERE
This section ended up being somewhat short so I added a more chilled-out walking sim level afterwards (chapter 3.5?), although you can still encounter random battles there and maybe something else.
Misc. changes
So its been a while. Turns out making a classic survival horror takes time even if the backgrounds are close to minimalistic. Gamedev is a prison, and I have Stockholm Syndrome.
Former laboratory
The main bulk of progress has been the laboratory area. This would be considered the second chapter in the game, although its a lot bigger than the remaining two chapters I have planned.
Remember that part in the demo where you could do 3 puzzles in any order? The laboratory is similar, except each door leads to a series of puzzles and fights centered around a new mechanic each. For instance, one of them involves a projectile type that can be blocked with your ghost body. Basically, its like 3 jam games experimenting with one mechanic, with occasional battles and inventory management. Also, each one has remixed versions of previous enemies and a boss fight at the end.
At the moment, both the chapter in the demo and the laboratory take almost 1 hour to complete if you know all of the puzzle solutions and skip the cutscenes and lore documents on the floor. Even though testing has been tiring as hell, I actually enjoyed playing through the game once all of the many, many, many bugs were found and fixed. Which is a good sign, since I spent practically two weeks replaying the same sections over and over.
Is it a cake? Is it a floppy disk? Its both!
This was already teased in the old screenshots, but the laboratory introduces the save token amalgams. Basically, they are items that can either be used to save the game or as one of the healing items. This allows Pseudo-Haunting to have that but I might need this later factor (the true horror in survival horror) while keeping the inventory management as simple as possible. When saving, you will be able to choose which item type you want to sacrifice in the name of keeping your progress.
Will I ever make a demo thats the final version of its chapter
The changes are not limited to the laboratory, theres also been several tweaks which will be present in the final game. The current demo might be deleted when the full game releases, as theres several aspects that dont match the full game.
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