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Update 1.4

It took us WAY longer than we anticipated, but the 1.4 update is finally here. It consists of a huge number of bug fixes, plus many QoL improvements. This update is compatible with your existing save games, but if you want the best experience, we advise to start a new game (some bugs will still persist on save games from 1.3).

Changes and improvements


- Updated Unity version from 5.5.3 to 2021.3.30. This means less software and hardware conflicts, better performance and less crashes. - Fixed the vast majority of known bugs. We couldn't fix them all though (but believe me, we tried!). - Fixed many issues with newer Mac systems. - Fixed many issues on Linux. - Added Steam DRM on Windows. This DRM is added to pretty much every game on Steam and is nothing like the shitty Denuvo stuff that made DRM a trigger word. We need to add this to have no issues with Steam integration, please read up on it if you're concerned. - Fixed achievements not unlocking for many players. - Added better 4k support. - Updated the UI in some places. - Added the Automagical Save File Corruption Recovery System. If your saves get corrupted / deleted, the system will try to use the back ups without any input from your part. - Added Steam Cloud support. - Many performance improvements. - If you have a key to open a door, the default action for this door will be to use the key, so you don't need to open up the context menu anymore. - Some minor changes to the Prologue. - Some general rebalancing, mostly in the second chapter. - Added French localization. - The gamepad control scheme and UI has received many improvements.

Reworked control bindings


Here are the Xbox One Controller bindings: - Primary Action : A - Aiming : LT - Secondary attack: RB - Run : B - Vault : B - Dodge: Right Stick Button - Reload: Left Stick Button - Inventory : Y - Skill Menu: LB - Player Menu: View Button - Far look: RT - Cycle: D-Pad Left - Effects Cycle: D-Pad Right - Open context menu: X

Changes for gamepad mode


- Player character auto jumps over objects while running. - Objects selection has been reworked. - Context menu has been reworked. - Inventory: Objects selection has been reworked. - Throwing objects mechanics have been reworked. - Autorun has been removed. - Inventory, Workshop, Saw : UI has been reworked. - Added optional aim assist. The full list of fixes and changes can be found here. Thank you to everyone who helped out during the testing! You are all truly wonderful.


[ 2023-12-28 09:23:57 CET ] [ Original post ]


Ask us anything on Reddit!

We are live with a Ask Us Anything session or Reddit! Over the next 24 hours (or more, if need be), the whole dev will be answering your questions. LET'S GO!


[ 2023-06-29 13:08:39 CET ] [ Original post ]


The story of Acid Wizard Studio from the past few years

We've kept you in the dark these past few years about what we've been working on. So, we compiled a long post about the major events at Acid Wizard Studio. Go check it out and if you have any questions, visit our AMA session on Reddit tomorrow (29/06/2023) at 12:00 CEST.


[ 2023-06-28 16:00:52 CET ] [ Original post ]


New game from the creators of Darkwood - Soccer Kids!


Surprise! We've just released a free early version of our next game - Soccer Kids! Play it now for free and let us know what you think. We're looking for your feedback! This game is way different from what we've done before and I'm sure you will have many questions. We'll be doing a Ask Us Anything session on Reddit later this week to answer them so stay tuned!


[ 2023-06-27 11:16:22 CET ] [ Original post ]


New update coming soon, biggest discount ever!

During the Halloween sale, Darkwood is -70% off for the first time! Furthermore, we're finishing work on the 1.4 update. If you want to get a sneak peak of it or help test it out (as it contains many under the hood changes), you can do so really easily switching to the publictesting branch on the Steam client. Here's how to do it!. There is no known release date for the update yet.


[ 2021-10-31 08:09:18 CET ] [ Original post ]


Daily Deal - Darkwood, 60% Off

Today's Deal: Save 60% on Darkwood!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Sunday at 10AM Pacific Time


[ 2019-08-09 17:05:00 CET ] [ Original post ]


Darkwood 1.3 - new languages!

! Ciao! Szia! Merhaba! This update brings four new languages to Darkwood: Simplified Chinese, Italian, Turkish and Hungarian. There are also improvements to the German localization.

Fixes


- Fixed [spoiler]Musician not appearing in Chapter 2[/spoiler]. Sorry about that! - Fixed "white screen" issue for Portuguese players. - Fixed rare save game corruption in regards to interacting with [spoiler]the crazy Doctor in Chapter 2[/spoiler]. - Fixed incorrect outcome for Musician in the Epilogue when he was killed by the player. - Fixed max stackable items exploit from traders. - Fixed Dog and Mutated Dog being unlootable after being killed by a beartrap while having the Shadow Armor. - Fixed [spoiler]Piotrek appearing in chapter 2 even though he died in the rocket explosion in chapter 1[/spoiler]. - Fixed player invincibility exploit when entering gamepad menu. - Many typos fixed. - Fixed weak regeneration perk not appearing in journal and incorrect icon. - Fixed dream about the Underground not spawning the Forest Spirit. - Fixed credits ending too soon. - Fixed incorrect number of items displayed in the journal. - Updated handwritten fonts. - Fixed instances where text would not fit on a note or in the journal for some translations. - Memory optimizations. This update was made possible thanks to the hard work of the awesome localization teams:

Italian translation


Marcello Colombo scionae

Italian proofreading


Marcello Brancaccio

Chinese translation


Riddle Amazingkobe Peter Leong

Chinese proofreading


Peter Leong

Turkish translation


Ahmet H. Ayk Akn Ergin

Turkish proofreading


Phoenixier Akn Ergin

Hungarian translation


lostprophet.hu

Fonts & sprites


Ivan Babich If you notice any issues with the update, please report them so we can fix them :) French localization is almost done and should be ready pretty soon, although we don't have a estimate on when that could be. xoxo, The Acid Wizards


[ 2019-08-07 12:33:22 CET ] [ Original post ]


Darkwood is available on consoles!

Darkwood releases on all consoles this week! Check out our launch trailer produced in-house by the same people that made Darkwood look and sound as you love it!
In other news, we have been working on a update for the Steam version that you might expect in the nearest future. xoxo, The Acid Wizard


[ 2019-05-14 15:52:33 CET ] [ Original post ]


Daily Deal - Darkwood, 50% Off

Today's Deal: Save 50% on Darkwood!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Tuesday at 10AM Pacific Time


[ 2018-09-30 17:10:00 CET ] [ Original post ]


Happy birthday Darkwood!


Exactly one year ago Darkwood was released! This feeling melts our acid hearts! To celebrate, you can grab Darkwood for -40% off right now! We hope to have some cool announcements to share with you this year so stay with us! The Acid Wizards


[ 2018-08-19 12:53:46 CET ] [ Original post ]


Midweek Madness - Darkwood, 30% Off

Save 30% on Darkwood during this week's Midweek Madness*!

*Offer ends Friday at 10AM Pacific Time


[ 2018-01-23 18:00:00 CET ] [ Original post ]


Darkwood 1.2 - localization update, -30% off!

Hola! Hallo! Ol! This update brings three new languages to Darkwood: Spanish, German and Brazilian Portugese.

Fixes


- Fixed issue with the gamma slider. - Fixed many typos. This update was made possible thanks to the hard work of the awesome localization teams:

Spanish translation


Miguel vila

Spanish proofreaders


Miguel vila Joaqun Soro Castell Adrin Martnez Esteve

Spanish testers


Miguel vila Daniel "Juez" Lastra Mefiston

German translation


Dominik Raab

Brazilian Portugese translation


Diego Tatsuo de Oliveira Onishi Franklin Magno Bruno de A. L. Magalhes Lui Laskowski Yuri Nikolai

Fonts & sprites


Ivan Babich More languages are coming in the future! Also, be on the lookout for more Darkwood related news this year! xoxo, The Acid Wizards


[ 2018-01-22 14:23:37 CET ] [ Original post ]


Darkwood 1.2 - localization update!

¡Hola! Hallo! Olá! This update brings three new languages to Darkwood: Spanish, German and Brazilian Portugese.

Fixes


- Fixed issue with the gamma slider. - Fixed many typos. This update was made possible thanks to the hard work of the awesome localization teams:

Spanish translation


Miguel Ávila

Spanish proofreaders


Miguel Ávila Joaquín Soro Castelló Adrián Martínez Esteve

Spanish testers


Miguel Ávila Daniel "Juez" Lastra Mefiston

German translation


Dominik Raab

Brazilian Portugese translation


Diego Tatsuo de Oliveira Onishi Franklin Magno Bruno de A. L. Magalhães Lui Laskowski Yuri Nikolai

Fonts & sprites


Ivan Babich More languages are coming in the future! Also, be on the lookout for more Darkwood related news this year! xoxo, The Acid Wizards


[ 2018-01-22 14:23:37 CET ] [ Original post ]


Darkwood reaction video

Many people can't believe a 2d/top down game can be truly scary. This gave us the idea for this video. Enjoy! Warning: this video contains strong language. https://www.youtube.com/watch?v=uED0pOPrr1U


[ 2017-10-30 19:01:43 CET ] [ Original post ]


Darkwood reaction video

Many people can't believe a 2d/top down game can be truly scary. This gave us the idea for this video. Enjoy! Warning: this video contains strong language. https://www.youtube.com/watch?v=uED0pOPrr1U


[ 2017-10-30 19:01:43 CET ] [ Original post ]


Darkwood 1.1 hotfix 5

Hi! This hotfix focuses on gamepad / keyboard issues some of you have been experiencing.

Fixes


- Rewritten the input remapping menu, hopefully fixing all bugs associated with it, like not being able to remap some inputs or the remap not being saved properly for gamepads. - Fixed issues when using multiple gamepads connected at simultaneously. - Fixed issues with recognizing gamepads for some users. - Fixed issues with some keyboard inputs not being useable for some users. - Fixed incorrect icons in some menus when in gamepad mode. - Fixed rare case of a bad fadeout when exiting the cooking menu. [spoiler]- Fixed messages floating in mid air when dropped the boulder in the swamp quarry and the villagers have not traveled to chapter 2.[/spoiler] Let me know if you still have any issues with gamepads! Have fun, Gustaw


[ 2017-09-26 12:39:40 CET ] [ Original post ]


Darkwood 1.1 hotfix 5

Hi! This hotfix focuses on gamepad / keyboard issues some of you have been experiencing.

Fixes


- Rewritten the input remapping menu, hopefully fixing all bugs associated with it, like not being able to remap some inputs or the remap not being saved properly for gamepads. - Fixed issues when using multiple gamepads connected at simultaneously. - Fixed issues with recognizing gamepads for some users. - Fixed issues with some keyboard inputs not being useable for some users. - Fixed incorrect icons in some menus when in gamepad mode. - Fixed rare case of a bad fadeout when exiting the cooking menu. [spoiler]- Fixed messages floating in mid air when dropped the boulder in the swamp quarry and the villagers have not traveled to chapter 2.[/spoiler] Let me know if you still have any issues with gamepads! Have fun, Gustaw


[ 2017-09-26 12:39:13 CET ] [ Original post ]


Darkwood 1.1 hotfix 4

Hi! Yet another attempt to end controller issues.

Fixes


- Fixed no response from gamepads if started a game using one and went to main menu after generating a world. - Hopefully fixed some keyboard keys not working in rare cases. - Hopefully fixed unresponsive gamepads in rare cases. Let me know if you still have any issues with gamepads! Best, Gustaw


[ 2017-09-12 09:00:12 CET ] [ Original post ]


Darkwood 1.1 hotfix 4

Hi! Yet another attempt to end controller issues.

Fixes


- Fixed no response from gamepads if started a game using one and went to main menu after generating a world. - Hopefully fixed some keyboard keys not working in rare cases. - Hopefully fixed unresponsive gamepads in rare cases. Let me know if you still have any issues with gamepads! Best, Gustaw


[ 2017-09-12 09:00:12 CET ] [ Original post ]


Darkwood 1.1 hotfix 3

Hi! The fixes for gamepad support continue, along with some other bugs squashed.

Fixes


- Fixed many gamepad related issues. - Fixed player character unresponsive to inputs if loaded a game directly after finishing the epilogue. - Fixed being able to get stuck in the locked room in the swamp hideout. - Fixed player being pushed when a Centipede would spawn under him. - Fixed unusable Ctrl / Alt / Shift keys when streaming the game to another PC. [spoiler]- Fixed flickering infection produced by the Musician.[/spoiler] - Fixed being able to get stuck at the Mushroom Glade by jumping over the fence in one place. - Fixed incorrect inputs displayed in the Help Menu if remapped Dodge / Run inputs. - Several typos fixed. Best, The Acid Wizard


[ 2017-09-08 13:04:36 CET ] [ Original post ]


Darkwood 1.1 hotfix 2

Hi! Here's a new hotfix, mainly to combat controller issues with the awesome help of the developers of Rewired, the input system we use for Darkwood.

Fixes


- Hopefully fixed gamepad problems that came with the latest hotfix. - Fixed incorrect inputs for the gamepad sometimes displayed in the cooking menu. - Gamepad mode now turns on when using the analog sticks, not just buttons. - Fixed weird player leg rotation when stopping running. - Fixed art for some objects, like the bathtub glitching out sometimes. - Several spoilery fixes for the epilogue. Best, The Acid Wizard


[ 2017-09-07 20:34:46 CET ] [ Original post ]


Darkwood 1.1 hotfix 1

Hi! Here's a hotfix for some issues:

Fixes


- Hopefully fixed all gamepad woes related to some pads not being recognized by the game. - Fixed "Trapped Villagers" achievement not unlocking properly. [spoiler]- Fixed Mushroom Granny being eaten by the villagers after you've trapped them. [/spoiler] - Fixed broken journal entries if permadied in chapter 2 and restarted from chapter 2. - Fixed save file deleting if you permadied in chapter 2, restarted, quit to main menu and wanted to reload that profile. - Fixed several typos and broken texts. - Fixed parallax object in Sawmill. Have fun, The Acid Wizard


[ 2017-09-05 09:19:19 CET ] [ Original post ]


Darkwood 1.1

Hi! After a few hotfixes, it's time for a minor patch for Darkwood.

Changes


- Added save file backups in case your PC turns off when saving. - Capped the frame rate at 144 FPS. Some players with high-end video cards were experiencing glitches if the frame rate was very high. - Added credits button to main menu. - Added Trading Cards (they're in review so it might take a while before they're visible).

Fixes


- Fixed Indiegogo content sometimes active even if you disabled it in the options menu. [spoiler]- Fixed Musician happily playing on his violin after he's been eaten by his parents.[/spoiler] - Fixed villagers lying on mattresses disappearing if killed. - Fixed floating text on a note from the Doctor. - Fixed glitch if picking up a porter package when it's empty. - Fixed mask for controller inputs too small for 4K resolutions. - Fixed several typos. Stay tuned for more! :) Best, The Acid Wizards


[ 2017-08-28 14:24:47 CET ] [ Original post ]


Our story, a week after release

Hi! It's been a week after release, and we've been completely overwhelmed with the response so far. Darkwood is selling way above our expectations - during this week, we've sold half the amount of copies sold during three years of Early Access. Wow! The AMA session on Reddit was also a huge success, with about 1700 comments posted. It's going to take some time to answer most of these questions, but we're commited to it ;) What's next? We don't know exactly. We're still extemely busy with releasing fixes. After that, we'd like to get some well deserved rest, play some games (I personally don't remember the last time I played something) and think about the future of Acid Wizard Studio. We've prepared a pretty long post with our history of how we got here, with some behind-the-scenes stuff. Check it out here! All the Best, The Acid Wizards


[ 2017-08-25 11:26:50 CET ] [ Original post ]


Hotfix 3

Hello, after continued save issues for some people, we have decided to disable support for the Steam Cloud. A small percentage of players were having issues with the files syncing properly, at random, with no apparent reason. I'm sorry, I tried my best to make this work and actually had a meltdown one evening... We will be investigating this further and hope to re-add this feature in the future. If you have any issues with your saves, please see if copying the Cloud saves to the Local saves (after making a backup of course) will help: http://steamcommunity.com/app/274520/discussions/1/38596747814926913/ . You can always reach me at help@acidwizardstudio.com !

Changes


- Removed support for cloud saves.

Fixes


- Fixed black screen after dying in chain trap. - Fixed disappearing underwater passage in the swamp border. - Fixed glitch when picking up the last item from the Bike Man's package on a gamepad. - Fixed sleeping characters not waking up when hit. - Fixed several typos.


[ 2017-08-23 11:53:40 CET ] [ Original post ]


Hotfix 2

Hi! Here's a hotfix for a few major issues. I am extremely sorry about the save problems some of you have encountered. This was never caught during Early Access and I hope they don't come back again. If you have any troubles with loading saves, please get in touch with me at help@acidwizardstudio.com and I will see if I can salvage the saves.

Fixes


- Fixed issues with loading saves related to the Steam cloud. [spoiler]- Fixed bad Wolfman reaction to the shawl if you've given him the key before.[/spoiler] - Fixed missing translation in the epilogue. - Fixed missing translation for the Mushroom Granny.


[ 2017-08-22 05:22:00 CET ] [ Original post ]


Fan art contest!


Show us your Darkwood fan art and win awesome stuff!


We have prepared 20 Darkwood Steam keys for those of you who are interested in getting the game and 3 special, physical packages with awesome goodies in case you already own Darkwood! The packages include: a hand made, boxed edition of Darkwood with a DVD copy and a CD soundtrack, an art book, strategy guide, poster and a t-shirt. Here’s a peek:

More info can be found here! Good luck, The Acid Wizards


[ 2017-08-18 23:03:07 CET ] [ Original post ]


Hotfix 1!

Hi, just a heads up about a small hotfix that was launched today: - Added a missing note near the ending of the game. - Fixed missing dialogues in RU localization in Wolf and Musician. [spoiler]- Fixed incorrect outcomes after epilogue.[/spoiler] [spoiler]- Fixed musician's mother talking even though she's dead.[/spoiler] - Updated the credits a bit. - Fixed a few gamepad bugs. [spoiler]- Fixed Kuba's drawings. [/spoiler] - Fixed lag in cooking menu. - Fixed Wolf's dialogue about the invitation in the PL localization. I have to say, we're pretty overwhelmed with your response to the launch! We're very happy and hope you have a great time in the wonderful world of Darkwood!


[ 2017-08-18 21:07:27 CET ] [ Original post ]


Reddit AMA session! Ask us anything!

If you have any question you would like to ask us, hop onto Reddit right now and ask away! https://www.reddit.com/r/IAmA/comments/6uhzyw/were_afraid_to_play_horror_games_so_we_quit_our/ We will be there for the next few hours. See you there! The Acid Wizards


[ 2017-08-18 14:04:49 CET ] [ Original post ]


Now Available on Steam - Darkwood, 10% off!

Darkwood is Now Available on Steam and is 10% off!*

Darkwood - a new perspective on survival horror. Scavenge and explore a rich, ever-changing free-roam world by day, then hunker down in your hideout and pray for the morning light.

*Offer ends August 24 at 10AM Pacific Time


[ 2017-08-17 18:01:55 CET ] [ Original post ]


DARKWOOD HAS LAUNCHED!

Hello, After more than 4 years of development, Darkwood is finally complete. Thank you for being with us. Early Access has helped this project tremendously, and even though we have stayed in development for way longer than we anticipated, thanks to your feedback Darkwood has grown in scope and complexity in ways we have never imagined possible. We put our heart and soul into this project. We hope you like it. Here's the relase trailer, showing a glimpse of what you may expect in the game: https://www.youtube.com/watch?v=3S3tmWfFACQ Once again, thank you for your amazing support and patience, The Acid Wizards


[ 2017-08-17 18:01:15 CET ] [ Original post ]


Beta 3.1 - ONE WEEK LEFT! [+ hotfix 1]


This is the last update before release! This update brings a heap of fixes, polishing, and a small amount of new content

Hotfix 1


- Surprise! Russian language is now officially supported :) - Fixed health net replenishing after respawning. - Delayed reputation gain popup after suriving a night a bit. - Fixed immortal chomper in one of the ruins on the swamps. - Fixed issues with player animations in some points of the game. - Fixed draggable beds in doctor house. - Fixed error if killed Elephants yet brought back the Child to them. - Hopefully fixed a error when traveling from the Doctor dream. - Hopefully fixed weird behaviour sometimes for characters.

Changes


- New events and night scenarios! - Lots of memory optimization in the 32-bit windows build. - The whole Polish localization has been rewritten. Some of the English texts have seen a makeover too! - Added a new screen with a video when you die on permadeath. - Added burning damage effect to burning villagers during the night, also fixing their low damage. - Added new portrait and dialogue option for the underground door and dream. - New dialogues. - Added bridge location popup and map icon. - Added missing church box drawings and previous / next buttons. - Added 100 rep for The Three at start in chapter 2. - Added check for when the game cannot properly write to the save file location. - Added a borderless window launch option. - Updates to the dev console. - Added several journal sketches. - Added missing journal entry about Piotrek. - Updated the storm lake location in the swamps. - Updated cornfield location. - Moved Wolf's reactions to the death of the Chicken Lady and her sister to items to avoid conficts with other dialogues that can trigger when starting the conversation with him. - Removed gagarin's note from Piotrek's body in chapter 2. - Removed redundant context menu for metal door in radio tower underground. - Removed language setting in Steam client. - Changed chain trap fade time so that the player does not have to drag it for a long time after getting trapped in it.

Fixes


- Fixed broken triggers that react to player's sight. - Fixed several untranslated dialogues. - Made some draggable objects destructible. - Fixed events firing when turning on the generator even though it's out of gas (like in the pigshed). - Fixed redundant cursor over a knife after throwing it when it's completely degraded. - Fixed pressing "B" on the controller going straight into inventory when having the construction menu open. - Fixed a invisible collider in piotrek's place. - Fixed flashlight not being in player's hands by default in the underground dream. - Fixed Wolfman going for a meat bait and getting stuck :D - Fixed invisible barricade on the door leading to the dog at Piotrek's place. - Fixed characters of the same faction sometimes incorrectly wanting to fight one another. - Fixed body part marker sometimes being under other icons on the map. - Ravens are faster now. - Fixed sound playing on each wood log converted in saw. - Removed option to change the current hotbar slot when running, it was too buggy. - Fixed extremely weird flare behaviour when walking into a infection and aiming a flare, or when running into it. - Fixed flare brightness. - Fixed mushroom man. - Fixed object hits not registering correctly when attacking them close to walls. - Fixed being able to select inventory slots when inside the padlock menu. - Many fixes to menus when going to and from the gamepad mode. - Fixed being able to select objects through other objects that block your FOV, like doors and wardrobes. - Fixed lantern not affecting the shadow armor. - Fixed head bashing redneck in radio tower wrong position. - Fixed missing radio tower sounds. - Fixed missing holes in one of the borders in the swamps. - Several fixes to ambient sounds disappearing suddenly in certain locations. - Fixed redundant item switch animation when jumping through window with a item that has no custom animation. - Fixed many issues with item context menu and going into menus. - Fixed rain drops not showing up if you've loaded a game in a underground location when it's raining and exited the location. - Fixed "scream" skill not having a visible effect. - Fixed missing text in radio tower note. - Fixed barn doors in the pigsheds not affecting FOV. - Fixed pathfinding and colliders in the cornfields. - Added missing map icon to one of the border locations in the Silent Woods. - Several typos and missing translations fixed. - Audio options button is now correctly centered. - Fixed broken baby banshees. - Fixed error when tring to use the "scream" skill near a NPC. - Fixed bad dialogue for the villagers in the chapter 1 village. - Gasoline trail in the village cellar now more clearly visible. - Fixed bad eye sprite position for the ground eye in the swamps. - Fixed The Three visiting the player after burning the tree. - Fixed "careful step" skill using up when stepping into a fire. - Fixed fence being below player at the silo. - Fixed not being able to light up gasoline trails or infections with the torch. - Fixed being able to drop items when interacting with a note. - Fixed no animation on eye in the swamps. - Fixed "day" text not disappearing when going to main menu. - Fixed being able to get stuck in the wedding location after jumping through a fence. - Fixed running animation persisting if trying to pick up a mushroom when running. - Fixed several issues when going from the inventory to other menus. - Fixed durability bug when digging holes. - Fixed incorrect number of stackable items that have durability displayed in the crafting menu. - Fixed player freeze when caught in beartrap, opened inventory, opened context menu on an item, waited until the beartap effect passes and still holding the primary action key. - Fixed broken crazy man in the meadow -> forest gate. - Fixed incorrect layers for the church stone fence debris. - Fixed issues with texts in main menu being invisible or not refreshing properly. - Fixed not being able to kill some small characters with melee weapons. - Fixed some audio not disappearing when walking out of some sound areas like the cornfields. - Wolf gossip about the pigshed will become active if you find him in the Silent Forest. - Wolf sabotage of Piotrek's parts will become active once you've shown at least one part to Piotrek. - Fixed glitch when running into a beartrap while switching items during running. - Fixed buggy meat throwing. - Fixed undeground door having wrong portrait and dialogue after having the underground dream. - Fixed invisible liquid in syringe. - Fixed getting stuck in cooking menu if starting from ch2. - Fixed rain present in underground location if loaded a save from there. - Removed molotov night event, it was buggy. - Fixed pig heads appearing during morning if had a dream sequence after killing the sow. - Moved player spawn in underground dream. - Fixed weird villager idle animations in the pigshed. - "Search" instead of "Open" text on containers when opening the context menu. - Fixed some dialogues incorrectly appearing one after another. - Fixed cursor disappearing if went into menu, entered pad mode and exited right after that. - Fixed input being captured for the selected object if clicked inside the skills menu. - Fixed 3rd night in meadow hideout being bugged. - Fixed pad / mouse + keyboard icon not showing up in main menu. - Fixed several typos and missing translations. - More draggable objects are destructible. - Fixed glitch when trying to repair the staff. - Fixed being able to talk to the underground door in the first part of the underground tunnels after the doctor opens it. - Fixed error when switching between dreams sometimes. - Added a seperate layer for legs for Chomper (used when walking on water). - Fixed skill truncated tooltip for skills in low resolutions. - Fixed being able to run out of grave dream. - Fixed incorrect collisions for fence. - Fixed being able to freeze the player if entered construction mode and opened map / journal. - Fixed Wolfman glitching out if caught in beartrap. - Fixed wedding location icon. It also no longer disappears after loading the game. - Fixed save corruption if loading a game during some of the dreams. - Fixed double popup when picking up some maps. - Fixed error and visible train car when switching between doctor's dreams. - Fixed vignetting on low post fx quality. - Fixed some buttons in main menu still not refreshing properly. - Fixed "repair text" on broken items. - Fixed unkillable crazy villager in chapter 1 village. - Fixed error if you were close to the wedding location in the middle of the night. - Fixed characters getting stuck in some objects in the woods. - Fixed shiny stones spawning inside some objects in the woods, being inaccessible. - Fixed a few inventory-related bugs. - Fixed error if mashing escape button when generating new world. - Removed option to click on profile buttons after clicking the start game button. - Fixed bathtub not being destructible. Take that, exploiters! - Fixed Musican's dialogue. - Fixed Mushroom Granny's, Wolf's and Musician's dialogue if they don't want to talk to you. - Fixed chair with clothes on wrong layer. - FIxed being able to get stuck inside some dialogues. - Fixed chains, especially for the dog in the Wedding location. - Fixed animation still playing for sister's blanked after killing her. - Fixed journal entries duplicated after walking through the burned tree, loading the game and walking through it again. - Fixed being able to get stuck in some borders. - Fixed being able to get stuck between a door and wardrobe in one of the ruins in the swamps. - Fixed area effects bugging out when removed if player was affected by them. - Fixed redundant messages when traveling to and from the underwater passageway in the border in chapter 2. - Fixed burning villager bugging out when affected very slightly by an explosion that did not kill him instantly. - Fixed gas from gas bottle sometimes not igniting when a matchstick has been thrown in it, and sometimes the gas staying even after it exploded. - Fixed chomper in cellar dream being able to destroy the barricade on the stairs. - Fixed enemies sometimes flickering when overlapping one another when dead. - Fixed screen overlay in radio tower disappearing suddenly if ran out of location when it was active. - Fixed some characters getting stuck attacking a window even though the barricade was destroyed. - Fixed gasoline not being visible on some objects. - Fixed enemies being able to push the protagonist when he's stuck attacking a object with the pitchfork. - Fixed being able to select obects during transitions to dreams other than when leveling. - Fixed being able to attack objects through doors. - Fixed being able to select objects through doors. - Fixed being able to select objects with the controller through walls. - Fixed item popup being in wrong position initially when opening the trade window in gamepad mode. - Removed ability to switch hotbar items when being transported to dreams. - Fixed missing text for Pain effect. - Fixed performance drop during night after burning the tree. - Fixed cripple sometimes not being removed from tree village after burning the tree. - Fixed redundant message when musician comes to your hideout in chapter 2. - Fixed Musician idle sounds in chapter 2. - Fixed invisible collider outside of Elephants' house. - Fixed tooltips in main menu truncated in low resolutions. - Fixed resolution text in main menu not properly refresh upon dismissing changes. - Fixed redundant controller button prompts in cooking / skills menu. - Fixed unclickable page in journal if hovering over the page number. - Fixed broken dialogue for Wolfman. - Fixed controls described in the Help section not always reflecting current input device. - Fixed hint for transferring items in Help section being misleading when using a controller. - Fixed missing gamepad prompt in trading menu. - Fixed some font inconsistencies in menus. - Fixed journal items obtained in prologue persisting in main world if loaded a game in prologue. - Fixed some missing texts. - Fixed truncated upgrade popup for weapons in low resolutions. - Fixed being able to bypass doctor's safe when using the context menu. - Added pad icons help to the trading menu. - The pad icons help is more reactive to player input. - Fixed not being able to transfer all items from player inventory in trading menu in gamepad mode. - Fixed item popup not being refreshed if dropped item from inventory in gamepad mode. - Fixed cursor being visible when dying in gamepad mode. - Fixed cursor sometimes being visible in main menu in gamepad mode. Alright, now it's time to go back to the crunch :D See you on the 17th! The Acid Wizard


[ 2017-08-10 21:06:08 CET ] [ Original post ]


Beta 3


Hi! This will be the last major update before release, with a few minor ones coming in the next two weeks. Please report any bugs you find in the Bug Reports section! :)

Changes


- A new location in the Meadow! It won't be fully accessible until the release though :) - A new dream! It's pretty cool. - There's a new 64-bit executable for Windows, which should improve performance and stability. Additionally, audio files do not get loaded and unloaded constantly from memory if you have more than 6GB of RAM. - The world reacts to more of your choices. - Added a option to enable additional content, but this content is hidden in the current version. - Added help popup when equipping a melee weapon for the first time (after the prologue) about secondary attacks. - Added new effects to skills. - Added new texts to some NPCs. - New item animations for the Meat item. - Changed Wolf's hideout name. - Many texts in the Polish localization have been rewritten. English coming soon! :) - Bike Man's package has way more columns now so they will be visible on small resolutions if you had a lot of stuff in the hideout. - New music and audio effects.

Fixes


- Fixed several instances where the player could freeze and be unresponsive to inputs. - Fixed nasty issue where in a very rare case, a location outside of the main world could get corrupted. - Fixed being able to freeze the player when aiming a flare and dodging continuously until out of stamina. - Fixed flare fire up animation playing again when aiming the flare and dodging. - Removed "saving" text on the white screen during morning. - Hopefully fixed issue where you did not get reputation for empty firearms sometimes. - Fixed bug with the pigshed lever if you started the generator, left the location, came back when the generator run out of juice in the meantime. - Fixed several missing translations. - Fixed some issues when hovering the cursor over many objects at the same time. - Fixed missing cursor on the well. - Fixed missing music after dreams! - Fixed missing OSX and Linux icons. - Fixed some occurances where characters could get stuck on fences. - Fixed being able to do the secondary attacks or enter the active skills menu when you are not supposed to. - Characters no longer treat destroyed objects like obstacles. - Changed ravens to not use pathfinding. - Fixed being able to run when entering water passage. - Fixed game thinking you are aiming a weapon when you aimed a weapon, the morning white screen came and you stopped aiming at a certain moment. - Fixed not being able to push furniture on top of certain rugs. - Fixed light flares in dream cellar. - Fixed being able to explode and burn traps which you are placing. - Fixed doors in a ruined cottage on the swamps. - Removed ability to upgrade the table leg. - Fixed several bugs with the final doctor stage in chapter 2 if you failed his dream. - Fixed night trader being inside hideout instead of wolf if he came to your hideout during the morning and you reloaded the game. - Lanterns can now be stacked. - Stones can now disarm all mushrooms and mimics. - Fixed incorrect cursor behaviour when examining the electronic game. - Fixed incorrect torch particle positions in some animations, and when aiming only for a split second. - Fixed not being able to ignite gas clouds with matchsticks. - Fixed enemy health bar appearing if caught in beartrap. - Fixed some audio effects still on during the day when played during a night event, and the player was out of the hideout when the morning came. - Fixed being able to select objects for a split second when transferring between doctor's dreams. - Fixed cellar dream being too dark when loaded from a saved game. - FIxed cellar dream ending sometimes lasting for too long. - Fixed invisible cursor for a while when exiting the cellar dream. - (Hopefully) Fixed cursor not being visible when traveling to the underground entrance and leaving dreams. - Fixed flare smoke sometimes being below some sprites. - Fixed some characters being able to attack the player even though he's using the invisibility skill. - Fixed cursor being below the buttons in the profile menu. - Fixed biome name text being below some of the map icons. - Fixed some ruins in the swamps being flooded. - Fixed deadly light in the swamps having no effect when drinking an antidote. - Fixed "Disable gamepad mode" buton not reverting to default. - Fixed incorrect color overlay when loading a game during morning. - Fixed music not playing after some time. - Fixed not being able to transfer some items with shift+click in certain situations. - Fixed errors during character rotation when animating. - Fixed some traps that do not trigger automatically when stepping on them, being removed from player's vicinity when respawning. - Fixed aim glitch when mashing the aim button during switching items on hotbar when placing a trap. - Fixed visual glitch when rapidly transfering from the village and to the well and vice versa. - Removed possibility to change hotbar items during padlock menu. - Fixed english dialogue in polish version of the game for Wolf. - Fixed some item names in journal being too long. - Removed option to go into main menu during death animation. - Fixed Human Spider clone damage being too high. - Fixed player shadow glitch when traveling between locations. - Fixed Centipede shadow pop up. - Fixed visual glitch on the Protagonist in the first part of the prologue. - Fixed weird Antek behaviour after being cut in half in some cases. - Pressing "Escape" in the help menu now skips to the next page instead of closing the Main Menu. - Closing a door stops the rotation sound immediately. - Fixed being able to move characters around when aiming and they are eating something / playing a custom animation. - Fixed invisible pad / keyboard icons when entering / leaving the gamepad mode inside the dialogue. - Fixed catching the first input when entering / leaving the gamepad mode. - Fixed chain trap still affecting the player even though he has the Careful Step skill. - Fixed chain trap bugging out when having a door closed on it. - Fixed the Trader not being visible outside of the FOV. - Fixed Skill help pupup being visible when traveling to a dream (not when the dream is ended). - Fixed some bad translations for some buttons inside the Controls Menu. - Fixed missing beartrap anims for Wolf. - Fixed some dodge animations not having footstep sounds. - Fixed some melee sensors being incorrect. - Fixed sparks and FX inside lights not disappearing when using Moth skill and the skill was used up.

Gamepad


- Fixed broken object selection if selected a item in a dead body and closing the inventory. - Greyed out the "Transfer" text when having a item selected inside the inventory. - Fixed being able to throw out important items from the inventory. - Added back "Far look" button, for seeing underneath trees in the forest. - Improvements to journal management. - Fixed Main Menu buttons not being selectable when exiting the Help Menu. - Fixed cursor text not disappearing when entering controller menu. - Fixed being not being able to exit the padlock menu. - Fixed glitch when dropping a quest item from inventory. - Fixed some object selection issues. - Accepting a trade is now done by a specific button. Big thanks to Didek and DeforMC for testing out this version! Work has also been done for the Epilogue! It still needs some final touches though. Other than that, we've been busy preparing the backer rewards and marketing stuff for the release, which, I would like to remind you, will happen on August 17th!


[ 2017-07-28 19:52:10 CET ] [ Original post ]


DARKWOOD IS LEAVING EARLY ACCESS NEXT MONTH!

Dear mortals, our time in Early Access is coming to an end! Want to know when, exactly? Check out the live-action trailer below!
There is still much to be done before the release and there will be at least one more beta update. Thank you for staying with us through these 3 years of development. It's been a hell of a ride and we'd like to write down our thoughts and feelings about it, but right now we have to focus on finishing up the game. Wish us luck during this last month before release! Yours, The Acid Wizard


[ 2017-07-19 16:54:36 CET ] [ Original post ]


Beta 2.0


Oh my, is this the THIRD update this month? Why, yes it is! This update brings you improvements (especially to gamepad support) and a lot of fixes.

Changelog


- A new NPC! He replaces The Three in chapter 1. Don't worry, The Three are still in the game :D - A lot of new sounds and music (but it's mostly for epilogue :P). - Added support for resolutions above 1080p and ultra widescreen monitors. This is not recommended, but it's your choice! :) - Raised minimum requirements to 4 GB RAM. You can still play on a PC with only 3GB of RAM, but MAY on very rare occasions cause a crash. - Added a Help screen in main menu with explanation about controls. - Help popups no longer show up if you've skipped the prologue. - Added new video to end of prologue. - It will be much harder to drag objects with your hands grabbing the air instead of the object. - Fixed performance drop for some players when being chased by characters. - Fixed some wardrobes blocking character pathfinding. - Removed pathfinding penalty for mushrooms on the wall. - Fixed some characters not having legs... - Fixed footstep sounds for characters. - Removed white flash when starting up game. - Added new ruins to chapter 2. - Removed "loading" and "generating world" texts. - You will now see the #21 key on fullscreen when picking it up. - Fixed being able to roll over buttons after starting a new profile. - Black growth takes damage fluidly - not in 0.5 second intervals. - Fixed locked container in first hideout. - Added better icon to executable. - Fixed issue where melee sensors could remain for longer than they should on low framerates. - Fixed footsteps in a lot of places. Still needs some work. - "Jump" is now "Vault". - Removed duplicate "That fucker stole my key". - Bike man now transports stuff on new day too. - Fixed some bad dialogues. - Fixed metal door in radio tower dream. - Fixed some maps not working. - Finally fixed glitch while starting game where the fade from black would bug out sometimes. - Fixed game unpausing for a split second when going from map to journal and vice versa. - Fixed aim / run glitch when opening and closing map or journal. - Fixed error when mashing escape button during oven lighting in dialogue, leaving dialogue and leaving the essence menu. - Fixed disappearing smoke in huge bonfire on swamps. - Fixed Swamper sometimes bugging out on swamps. - Fixed Musician sound event on swamps. - Fixed sometimes being able to move characters around while they're playing a custom animation (and them not reacting to you). - Fixed map to holes location not working. - Fixed a tree with a body on it sometimes being rotated incorrectly. - Fixed chomper junior sometimes getting stuck on a wall in the well underground. - Fixed enemies wanting to attack wolfman. - Fixed bug when the beartrap effect wears off and you have a open inventory. - Fixed fade out after dialogue sometimes being choppy. - Fixed "broken" mushroom in underground before chapter 2. - Fixed eating chomper in a cottage in the swamps not reacting to player. - Fixed player being frozen after getting caught in a beartrap, then going into inventory and grabbing the item from the currently selected hotbar slot. - Fixed some missing item names / descriptions. - Fixed events in radio tower dream in Doctor's house. - Removed big table from forest hideout. - Fixed bad colliders in Chicken Lady's shed. - Fixed metal door in radio tower after reloading a save there. - Fixed item menu glitching out if immediately tried to open it two times in a row in inventory. - Crafting menu is not visible until you get the torch blueprint in the prologue. - Player thoughts (the text at the bottom of the screen) displayed when examining notes no longer overwrite the current thoughts for other objects. Plus they disappear when no longer examining the note. - Fixed flares and matchsticks lights glitching out when running. - Fixed savage in cottage between meadow and forest bugging out. - Added icons to locations between biomes. - Better selection areas for barricaded windows. - Removed option to select the "confirm" button with the gamepad in the skills menu. - Fixed being able to select some objects through doors. - Fixed a few issues with gasoline. - Fixed burning sound staying indefinitely sometimes for items / characters with shadow armor. - Fixed glitch when trying to scroll the hotbar during world generation. - Wolfman now despawns during the day in your hideout. - Removed controller menu in prologue. - Fixed pig lover chest code. - Fixed missing help popup for the context menu during prologue. - Fixed melee aiming indicator visible after the morning starts. - Fixed item / effect popup visible after the morning starts. - The skills menu will not hide when the morning starts. - Fixed underground metal door being examinable even after it has been opened by doc. - Fixed drag area for controls menu inputs. - Fixed being able to transfer items to the shop menu when trading with doctor in chapter 2. - Added additional info to underground entrance about taking your stuff with you. - Better menu for choosing resolutions. - Ambient pig sounds are removed after killing the sow. - Added status effect when using the well. - Hopefully fixed performance drop during banshee attacks. - Fixed sounds epically overlapping for banshees and fires. - Fixed music ducking when being surrounded by fire. - Improved "Crafting" UI text. - Fixed crate covered in black substance sometimes being resistant to light. - Fixed torch lighting the area (in terms of game logic) even though it was extinguished. - Removed context menu from the well. - Removed duplicate reminder from the Cripple about the Tree. - The Tree burning sound is now only heard inside the location (not anywhere in the world). - Fixed table leg not being destroyed, and chompers not running away after leaving the shed in radio tower dream. - Hopefully fixed sprite glitch for lamps. - Changed "gossip" to "examine" for Talking Tree dialogue. - Fixed Mushroom Granny corpse being on wrong layer. - When transporting the Child to Elephants, you will instantly go to dialogue. This solves issues if you killed one of the characters before talking to the Elephants again. - Fixed a important event not being fired when transporting the Child. - Different reaction when trying to kill The Three or the new NPC. - Fixed bug when killing the chomper that was cut in half before it would finish it's cutting in half animation. - Fixed small bug when asking the Doctor to open the underground door. - Fixed lag for some locations outside of the main world. - Fixed not all sounds fading when getting killed. - Fixed sound cutoff sometimes when going into dreams. - Fixed shadow being visible for a split second when diving in / out of water. - Fixed a very rare issue with some events being fired prematurely for dreams. - Fixed some cottages in the swamps being incorrectly flooded.

Gamepad improvements


- You do not need to press the "Run" button on the gamepad anymore - if you tilt the analog stick to the max, you will start running automatically. - Removed glitchy way to pick up items around you when in inventory. - Added icon indicating the currently selected inventory item has a additional action. - Cursor hides instantly when going into inventory. - Removed cursor in many menus where it is not used. - Fixed having to press "B" when having a effect on the effect bar selected to remove the popup. - Added icon to the close button in the syringe menu. - Fixed exploit during disarming traps. - Fixed issues with entering / leaving gamepad mode in lots of menus. - Added better way of moving the cursor on the map. - The same is for examining items and notes. - Fixed being able to transfer items and drag and drop them when examining a note. - Fixed bad cursor position when opening the context menu. - Fixed cursor sometimes being invisible when opening context / build menu. - Fixed item popup not showing up when stopping examining item. - Fixed item popup not refreshing when exiting context menu in inventory. - Fixed cursor showing up when dying. - Fixed gamma settings. - Fixed first menu button not being selected when exiting gamma menu. - Better object selection when the right analog stick is untouched. - Removed "Far look" button. - Better item throwing. If you're aiming a throwable item, the cursor will have a farther reach. - Fixed several object selection issues. - Fixed not being able to run with the flare. - Running will not stop aiming with a weapon anymore. - Fixed not being able to select stuff if there's a ton of gasoline in front of you. - Fixed not being able to stack items with drag and drop. - Fixed item dropping if being selected in inventory and leaving inventory. - Fixed item selection icon persisting on hotbar sometimes We'd be happy to hear feedback about the gamepad controls, especially the new way you run :) In other news, we've been working on backer rewards and promotional material for the release too. Some of it is reaaaallly badass, and we CAN'T WAIT to show this stuff to you! The Acid Wizard


[ 2017-06-29 13:22:06 CET ] [ Original post ]


Beta 1.1

Wait, what? Another update!? That's right, here's a small update for a major bug and some minor issues (some of them require a new world to be generated, but don't worry about those). This update is compatible with saved games from Beta 1.0. - Fixed issue with savegames when you used a profile from a previous alpha to start a game from chapter 2. - Rotated some fences in the meadow hideout. - The padlock menu now pauses the game. - Removed "close" button from the padlock menu. - Added popup when you pick up a map for a location you already knew. - Fixed sounds being heard for a split second when exiting game / going to main menu. [spoiler]- Added a text and longer pause when healing the Chicken Lady's sister in Doctor's dream. [/spoiler] - Fixed savage sometimes bugging out in the entrance to the Silent Forest. - Fixed shiny rock was sometimes creating pathfinding problems. - Added option to eat the dead rat without going to the inventory. - Fixed some mushrooms in chapter 1 being "broken" when found. - Fixed extreme lag in the well below the village in some cases. - Fixed some typos. - Fixed debug text appearing when opening the Meadow hideout locked container. - Fixed overlapping menu sounds when mashing the esc key. Have fun! The Acid Wizard


[ 2017-06-07 17:57:10 CET ] [ Original post ]


Beta 1.0


Hear ye, hear ye! The time has come for us to unleash the beta unto you! This update features a huge amount of little changes and bugfixes. The Epilogue is finally finished! It took us a long time, but we can say it's really badass. Too bad you will have to wait for the final release to play it, as it won't be available during beta! :D What comes next? During the beta phase, we will focus on polishing the existing content, bug fixes, balancing and filling in new content where needed. The main storyline is pretty much done, and won't be changed much. We don't expect to sit long in beta, so if you haven't played Darkwood yet, we urge you to wait a bit more until the final release! I won't be posting a changelog this time, as it would take way too much time, and most of the changes are pretty small. The most notable changes are: - We're dropping 32-bit Linux support. I'm not sure if there is anyone out there affected by this change, as the Steam hardware survey does not even mention any 32-bit users out there. I'd like to support as much hardware as possible, unfortunately fighting memory issues on OSX and Linux has been a nightmare before each new version and has taken a considerable chunk of development time, which could have been used on adding cool new features instead. OSX and Linux builds will now be 64-bit, which will make for a more stable and better performing experience. - The journal has been cleaned up, and we've removed some of the unused tabs. We originally planned for the protagonist to keep track of the notable enemies, locations etc. he encounters, but we've decided that it would be best if these things would be interpreted by the player only. Happy playing, The Acid Wizard


[ 2017-06-06 14:57:09 CET ] [ Original post ]


Alpha 10

[img=http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/5940033/476ee107afad9246fe37ce812fcbf5e65e81d494.png] Greetings, mortals! This update brings a lot of small changes, fixes and additions.

Changes


- Updated engine to Unity 5.5.2. Should help with performance and crashing on some hardware configurations. - The game will now run in a "high performance" mode if you have at least 4GB of RAM on Windows. This means that textures will not be loaded dynamically, which will help with stuttering during exploration. - Improvements to how audio is loaded, which also should help with stuttering. - The Radio Tower has been reworked, and it's underground is now accessible. - Added new locations, and added new stuff to some existing locations. - Added new dialogues for existing characters. - Reworked the transition area between chapters a bit. - Added a lot of new story items. - Added new journal entries. [spoiler] Added remaining outcomes for the Doctor in Chapter 2.[/spoiler] - Changed physics of throwing items. - Changed the amount of parts required for Piotrek's equipment hunt. - Changed the sprite for the cursor, when you can't currently interact. - Changed balance of generator gasoline usage. - Changed how you tell the Bikeman from where you want to get your stuff moved. - Added descriptions to weapons which don't interrupt enemy animations. - Added new modifiers to some weapons. - Changed crafting requirements for some items in the workbench, and added new items. - Rebalanced reputation gain for some items. - The well can now be used once per day at any time of day, not only night. - Increased duration of invisibility perk. - Added a exclamation mark icon when you have unshown items, or unheard gossip during dialogue. - Wolfman ain't a pushover anymore. - You can "disarm" mushrooms when throwing items at them. [spoiler]- Vines can now be hit at any part of their body, not just root. They also die after some time when catching you.[/spoiler] [spoiler]- Mushroom man now explodes after some time when chasing you.[/spoiler] - Added a shortcut from the hideout in the swamps. [spoiler]- You can also visit the Musician in the Church Ruins when on the Violin quest.[/spoiler] [spoiler]- Added confirmation when trying to eat the Mushroom Granny. [/spoiler] - Corpses inside a hideout that are empty will disappear after some time. [spoiler]- Mushroom man now chases closest enemy when he wakes up, not automatically the player.[/spoiler] - Changed explosion damage for barrels. - Changed character spawn areas for Chapter 2. [spoiler]- Changed amount of Baby Banshees spawned by Banshee. Also changed their balance.[/spoiler] [spoiler]- Added new events and dialogues for the Musician in Chapter 2.[/spoiler] - Changed the Elephants' requirement for entering their house. - New sounds, art and animations. - New random objects around the woods. - Less huge roots in the swamps. - Updated some dialogue portraits.

Fixes


- Fixed static characters repositioning themselves randomly (very rare). [spoiler]- Fixed Doctor not appearing in Chapter 2.[/spoiler] [spoiler]- Fixed issues with Mushroom Granny dialogue about villagers. [/spoiler] - Fixed random world sounds appearing in incorrect chapter. - Fixed missing textures from Snail house. - Fixed a lot of bugs with invisible walls in the swamp. - Fixed the rabbit having too much health. - Fixed issues with infection and fire sounds. - Fixed road at Piotrek's. - Fixed Radio Tower not being selectable on the map and no notifier about discovering it. - Fixed missing names for some objects and items. - Fixed roof not disappearing when entering the Radio Tower. [spoiler] - Fixed Musician's infection. [/spoiler] - Fixed some firearms being used up when finding them. - Fixed a lot issues with the cursor, and added click animations. - Fixed some tractors not being lootable. - Fixed some random world sounds being heard too often. - Fixed lakes sometimes spawning on top of the road in the sawmill. [spoiler]- Fixed pigs in the pigsheds attacking villagers when you aggro them. [/spoiler] - Fixed time stop disappearing too quickly during sawmill event. - Fixed vine damage for weapon you get from the sawmill event. - Fixed a lot of other spoilery issues with the sawmill event :P - Fixed rot not occuring sometimes when you leave items in wardrobes. - Fixed some bugs in Musician parents' house. - Fixed padlock in the chest inside the '"inhabited" border cottage. - Fixed not being able to use some items via the aim button. - Fixed some beds being draggable. - Fixed Bikeman being able to disappear in line of sight when night comes, and not disappearing when it's the 2 night in a row. - Fixed characters getting stuck in a certain part of the swamp hideout. - Fixed doors not receiving damage from fire. - Fixed some characters getting stuck on rotate animations. - Fixed being able to grab loot through doors in some cases. - Fixed being able to open the map during cooking. - Fixed door in pigshed. - Fixed a lot of objects appearing / disappearing in sight when exploring. - Fixed item text still visible when hovering mouse over an object and pressing "escape". - Fixed characters sometimes not emitting sounds when sleeping. - Fixed some dogs getting stuck at Woflman's. - Fixed issue with mouse control remapping. - Fixed rare error when crafting, which could cause random issues. Same with a error during closing dialogue. - Fixed incorrect text when trying to dig through rubble / holes. - Fixed issues when placing some traps, like the gas bottle. - Fixed a lot of little issues with the cursor when aiming, or selecting objects. - Fixed rare incorrect leg rendering when jumping through window. - Fixed itempopup sometimes not refreshing. - Fixed flashlight exploit. - Fixed missing animations from spiders. - Fixed a lot of issues with the villagers in the Quarry. - Added warning messages when trying to drop the boulder in the quarry. - Fixed fog not saving properly. - Fixed dogs not playing correct animation when having line of sight at you, but no way to reach you. - Fixed text / icon pixel movement when draggin notes or map. - Fixed dragging limits for notes and map. - Fixed light logic for torches bug. - Fixed issues when disarming some traps that then went directly to your currently selected hotbar slot. - Fixed some characters not respawning after player death. - Fixed rare player freeze after travelling through underwater tunnels. - Fixed issues where characters would not want to play eating animations. - Fixed centipede holes disappearing rapidly. - Fixed pathfinding in the Tree Village. - Fixed beartrap sprites in the swamp. - Fixed raven bug in Tree Village. - Fixed some invisible objects blocking the field of view. - Fixed incorrect colliders for underground in chapter 1. - Fixed ravens that don't fly in Radio Tower. - Fixed particle bug for Shadow Armor. - Fixed issue with sounds being sometimes cut off. - Fixed some dialogue portraits not looping correctly. In other news: During the Winter holidays, we made a special event which could happen during the night. You would hear a knock on your door along with a weird variation on "Jingle Bells", and if you went to check it out, you would find this at your doorstep:
Everyone who sent us a tweet with a screenshot like this would take part in a raffle to win a cool Darkwood t-shirt. Recently we decided to change the rules of the raffle, so that EVERYONE who sent us a tweet will receive a gift! Cograts to everyone who participated, your t-shirt will be sent when all the Indiegogo backer rewards will be shipped. I'd like to send a special shout out to ShadyS, who helped with squashing many bugs for this release! This is probably the last major alpha version of Darkwood. After we completely finish the epilogue and do a balance pass, it's beta time! The Acid Wizard


[ 2017-03-25 14:18:07 CET ] [ Original post ]


Alpha 9.1

Hi! Here's a small bugfix update. It does not break your saves. - Fixed frozen centipede in Swamp hideout. - Fixed redneck close to the shrine not running away. (needs new worldgen) [spoiler]- Fixed Musician and his infection wrongly positioned when in the Swamp hideout. (needs new worldgen)[/spoiler] - Fixed incorrect Chomper behaviour in Hunter's cabin. (needs new worldgen) - Fixed incorrect colliders in the holes shortcut in the chapter 1 village. (needs new worldgen) - Fixed weird animal behaviour in chapter 1 village. [spoiler]- Fixed invisible cursor in the second part of Doctor's dream.[/spoiler] - Fixed duplicate enemy sprites sometimes appearing on top of corpses. [spoiler]- Fixed blue tint from the signs on the ground and the darkness when entering the Musician's room in the Swamp hideout staying on the screen in rare cases.[/spoiler] - Fixed incorrect letter in the junkyard. The Acid Wizard


[ 2017-01-05 16:18:52 CET ] [ Original post ]


Alpha 9.0

[img=http://www.acidwizardstudio.com/wp-content/uploads/2016/12/alpha9_01.png] Greetings! We have a new update for you just before Christmas, so you can get lost in the twisted world of Darkwood again if you get tired of all that family quality time, singing carols and holiday spirit!

Changes


- The biggest addition are new outcomes for [spoiler] Wolfman [/spoiler], [spoiler] Musician [/spoiler], [spoiler]Doctor[/spoiler], [spoiler]Mutated Sow and chapter 1 villagers[/spoiler]. - New dialogues for some NPCs. - New sounds. - If you load a save from a previous alpha which ended in chapter 2, you can start from chapter 2 with a random set of choices made in chapter 1. - Cursor now disappears during cutscenes and video transitions. - Mutated dogs have the ability to sniff you out. - New location in chapter 2 : [spoiler]the sawmill[/spoiler]. - Knife is not repairable anymore. - Ambient light transitions smoothly now (it was most jarring when the night was ending). [spoiler]- Added journal entry when killing the Doctor or Chicken Lady.[/spoiler] [spoiler]- Added a option to eat the Mushroom Granny at any point.[/spoiler] [spoiler]- Removed option to return to the cellar if the Tree has started burning.[/spoiler] [spoiler]- Added a introductory encounter with the Human Spider[/spoiler]. - Chains now have a better break effect. [spoiler]- All lights are disabled during the Burning Tree night scenario.[/spoiler] - You can now transfer the whole item stack in the trading menu when using the Run (default shift) button. - Added dive in and out animations when entering the water tunnel. - Added a loading screen when loading locations outside of the main world. - The approximate Mushroom Granny's location on the map is now less accurate. - You can take exploding barrels back into your inventory now. - You can shoot exploding barrels and gas bottles. - Added some dialogue for Piotrek, and changed the required amount of parts to give him to 5. - Added new random enviroment sounds.

Fixes


- Gumboots (formely Wellingtons) work as intended now. - Fixed night mushrooms disappearing instantly after being picked up. - Fixed some wall glitches in the prologue. - Fixed gasoline on water. - Some cursor and cursor text fixes. [spoiler]- Fixed monsters in prologue not really keen on chasing the player if he's holed up pretty well. [/spoiler] - Fixed bad context menu for Electronic Game. - Fixed message about the beartrap in hideout 1 displaying if it DID go off in the night. - Fixed some weird stuff happening if traveling in and out of the well underground and village areas rapidly. - Fixed being able to mark the approximate Mushroom Granny's location on the map when walking around it. - Fixed some night scenarios running for a few nights in a row. - Fixed incorrect audio muting during video transitions. - Fixed being able to select some objects behind doors. [spoiler]- Fixed some events in the burned cottages in the swamp.[/spoiler] [spoiler]- Fixed visible world culling after being transported to Elephants.[/spoiler] - Fixed improper display and selection area for long decision buttons in dialogue. - Fixed layer for Mushroom Man gibs. - Fixed spark effects for disabled lights being synchronized. - Fixed thrown knives not being saved. - Fixed centipedes sometimes attacking you in the morning. [spoiler]- Fixed incorrect chain loading for Antek.[/spoiler] - Fixed compressor removing all empty fuel tanks except one when refuelling. - Fixed some objects appearing in player's FOV, even though they should appear only when outside of it. - Fixed wrong aim animation when releasing the aim button for thrown items. - Fixed missing oven introductory dialogue if you've reloaded the game immediately after finishing the prologue. - Gamepad: Fixed being able to flip journal pages when looking at a journal note. - Fixed some maps not displaying popups when reading them. - Removed a very slightly visible aura around the cursor. - Fixed UI issues when on Hard mode and got the more health perk. - Fixed incorrect text displayed when using some items via the context menu from the inventory. - Fixed a rare issue with the player being frozen if dragging a object and the morning comes. - Fixed not being able to select some objects, like the car or ovens in the village. - Fixed a split second sprite issue when spawning the Human Spider. - Fixed characters sometimes shooting / throwing at their target even though they are not looking right at it. [spoiler]- Fixed ambient light in doctor's dream.[/spoiler] [spoiler]- Fixed doctor running too soon from the player if succeeding in the dream trap.[/spoiler] - Fixed being able to highlight notes in the journal when already looking at a note. - Fixed improper selection areas for notes in the journal. - Performance improvements for some particles, like the smoke in the village. - Fixed descriptions for items with shadow armor after it's been destroyed. - Fixed characters disappearing and reappearing randomly. - Fixed shadow armor effect sometimes appearing on items even though it should be gone. [spoiler]- Fixed game breaking if you killed the doctor before he finishes his falling down animation and reloading the game immediately after that. [/spoiler] - Fixed thunder sound being cut off around the big lake. [spoiler]- Fixed madman at radio tower and... a weird thing sometimes reincarnating.[/spoiler] [spoiler]- Fixed Cripple not disappearing after a certain event.[/spoiler] [spoiler]- Fixed madman dialogue at radio tower still displaying when killed.[/spoiler] - Fixed dialogues still being displayed when interrupting the villagers at the pigsheds or quarry. - Fixed character shadows sometimes appearing on top of the character sprite for a split second when being killed. - Fixed being able to select stuff when the white morning screen appears. - Fixed bad selection areas for Mushroom Granny, Swamper, Elephants. - Fixed no particles and sounds when hitting a larvae egg. - Fixed a fence being visible on top of the wall at Piotrek's place. - Fixed wrong random welcome dialogue when the Musician is under the tractor. - Fixes to dragging and displaying of journal notes / items. - Fixed sometimes spawning more random objects than there should be (like mushrooms). - Fixed some villagers disappearing after being killed. - Fixed some villagers not being lootable. - Burning villager corpses are unselectable now. - Fixed player being frozen after dodging into a beartrap / jumping through window into a beartrap while simultaneously spamming the jump button. - Fixed issues when killing the Musician before he could hide under the tractor. - Fixed some issues with the cursor icon not falling back into the idle state. We've also been working on expanding the prologue and the [spoiler]underground beneath the radio tower[/spoiler], but they're not ready for release yet. Ho ho ho, The Acid Wizard


[ 2016-12-21 15:16:15 CET ] [ Original post ]


Alpha 8.1 hotfix 2

Hi there! I've posted another hotfix for the latest alpha. It is compatible with previous Alpha 8.1 saves! - Removed option to go into the radio tower underground, which resulted in being stuck in THE BLACK VOID. - Fixed weird stuff happening after crafting the last workbench upgrade. - Fixed disappearing beartrap when trying to aim when placing it. - Fixed some missing texts.


[ 2016-11-02 14:58:51 CET ] [ Original post ]


Alpha 8.1 hotfix 2

Hi there! I've posted another hotfix for the latest alpha. It is compatible with previous Alpha 8.1 saves! - Removed option to go into the radio tower underground, which resulted in being stuck in THE BLACK VOID. - Fixed weird stuff happening after crafting the last workbench upgrade. - Fixed disappearing beartrap when trying to aim when placing it. - Fixed some missing texts.


[ 2016-11-02 14:57:59 CET ] [ Original post ]


Alpha 8.1

Greetings! Here's a bugfix update for some of the issues that were introduced in the last major update. There are still some things left to be fixed, but all the most annoying bugs have been squashed, at least to our knowledge!

Changes


- Loading times are shorter. - Added loading progress bar. - Changed rewards for completing Piotrek's quest. - Added new sprites for Mushroom Granny. - Increased quality of lantern light. - Nerfed bottle / broken glass. - Nerfed damage done to barricades by knife. - Added sound of burning infection. - Added some map icons.

Fixes


- Fixed events with a delay not being completed in very rare cases if you save and reload your game immediately after it fires. This happened very rarely, but could break the game. - Fixed many objects not saving correctly or being a bit different after being loaded. - Fixed many random small issues like some sounds not playing in rare cases. - Fixed dead enemies having their sprite duplicated. - Fixed Human Spiders screaming even after being killed. - Fixed multiple ways of getting stuck on the second underground door in the tunnels. - Fixed getting stuck in the void after completing the Cellar dream. - Fixed performance drop when hanging around the Huge Lake for some time. - Fixed huge lag when the Talking Tree is burning. - Fixed being able to exit the second doctor dream. - Fixed some instances of the game breaking after loading the game directly after ending the doctor dream. - Fixed flicker when clicking on objects. - Fixed invisible objects inside of Snail's house in some cases. - Fixed some AI behaviour, especially during night time. - Fixed some night events not happening. - Fixed help message being visible in main menu. - Fixed a rock blocking the way in the second part of the underground tunnels in a specific case. - Fixed several issues in Mushroom Granny's or Child's dialogue. - Fixed inventory respawning in dead trader NPCs. - Fixed Wolf dialogue when you kill the Sister and Chicken Lady at once. - Fixed infection not saving correctly. - Fixed infinite item durability bug. - Fixed journal pointing to a "empty" biome. - Fixed Cripple dialogue where he points you in a unspecified direction. - Fixed ambient light popup in village entrance. - Fixed having to re-enter Mushroom Glade to finish Mushroom Granny's quest if you've done the thing she asks of you BEFORE visiting her for the first time. - Fixed a few issues with the Human Spider Minion spawner. - Fixed glitch if killing The Three via molotov. - Fixed The Three disappearing after having a dream during morning mode. - Fixed root sprite glitches in Swamp hideout during morning mode. - Fixed dark overlay textures along the edges of the world. - Fixed items resetting if you've died in chapter 2 on permadeath. - Fixed lakes sometimes overlapping the Quarry. - Fixed unnecessary final workshop upgrade. - Fixed man in church not having the medallion. - Fixed not having the plastic chick on start of chapter 1. - Fixed some objects being on bad layers. - Fixed quarry sometimes not spawning. - Fixed old version of snail location spawning on rare occasions. - Fixed gasoline trail saving incorrectly. - Fixed dead cripple disappearing after you've burned the tree. - Fixed invisible legs when walking on the bridge in chapter 1 village. I had to make the water impassable, maybe we'll find a way to fix this in the future. - Fixed some characters being afraid of roads :P - Fixed missing message when trying to quit in the 1st part of prologue. - Fixed events in the Big Lake after loading. - Fixed issues with the quest outcomes in the Musician house. - Fixed missing key in the church underground if you've killed the chomper in the dream. - Fixed items resetting for a game loaded from a previous compatible alpha and immediately loading a game after that. - Fixed being able to destroy Piotrek's door. - Fixed Swamper bugging out if stepping into a beartrap. - Fixed chain trap remains not disappearing after some time. - Fixed being able to talk to the underground door after you open it. - Fixed mushrooms rotting during time freeze or inside trader inventories. - Fixed incorrect behaviour of mutated dogs in Wolfman's Old Woods hideout. - Fixed incorrect item generation in some containers. - Fixed duplicate sounds for Chomper. - Fixed banshee first visit sometimes appearing outside of hideout, making it very risky to grab her "gift". - Fixed barricade removal sound being too loud. - Fixed madman's chest being empty. - Fixed some windows having bad sprites after having their barricade destroyed. - Fixed bad chomper behaviour in some ruins in the swamp. - Fixed some mushrooms being underwater in the mushroom glade. - Fixed double footsteps when running with a rifle. - Fixed very long burning effect when walking into the Talking Tree's roots fire. - Fixed some particles not playing correctly after some time, like gas, blood splats etc. - Fixed incorrect crafting schematics in hideout 1 and 2. - Fixed not being able to jump over the rebuilt fences in the swamp hideout. - Fixed incorrect loading of characters that escaped out of their location and got killed. - Fixed morning sound not disappearing if you've died when it was playing. - Fixed having to rebuild the well each time after load. - Fixed some visual bugs in the quarry. - Fixed chomper getting glitched out when trying to eat a meat lure. - Added more columns to the porter inventory so it is visible on small screens if you've transported a lot of stuff. Have fun, The Acid Wizard


[ 2016-10-24 11:06:17 CET ] [ Original post ]


Alpha 8.0 hotfix 1

Hi there! Here's a quick hotfix for some issues that were introduced in the latest alpha. This update does not break your saves. - Fixed time freeze when a generator runs out of juice. [spoiler] - Fixed the Doctor not having the underground key on him when you kill him if you surprise him in the train wreck. IF you already killed him, then just go and interact with the metal door in the underground tunnels, the key will spawn for you automagically. BTW, I was surprised how many of you killed him, you maniacs!!111 [/spoiler] - Fixed not being able to go inside the church underground [spoiler] if you've escaped from the chomper in the church dream[/spoiler]. [spoiler] - Fixed not being able to open the second underground door if you've killed the Doctor just before talking to the man under the rubble. [/spoiler] - Fixed being able to sell oxygen tanks and compressor parts. - Remove kebab! - Fixed some missing text. We're going to focus on Alpha 8.1 now, which will focus on fixing the remaining bugs. Have fun, The Acid Wizard


[ 2016-10-03 14:24:28 CET ] [ Original post ]


Alpha 8.0


Get ready for the biggest update yet! I know we've said that before, and there were some pretty epic updates in the past... But seriously, this one takes the cake. It's so big I wouldn't know where to begin when trying to list all the changes we've made, so I'll just name the main things: - CHAPTER TWO! That's right, a whole new world for you to explore. - Chapter 1 is mostly the same, although it has been rebalanced somewhat. - Get ready to get your feet wet - a new Swamp biome! - Around a half a dozen of new NPCs! - New enemies, with more varied and advanced behaviour! - New traps, items and weapons! I won't spoil all the new content, but there is some technical stuff I'd like to point out: - You can skip right to Chapter 2 if you have a save file from a previous alpha where you completed the first chapter (it will be displayed in green in the profiles menu). BUT you will skip some content from the ending of Chapter 1... so it's your call. - I've put a lot of effort to optimize memory and garbage collection, so I hope any out-of-memory crashes are a thing of the past! Additionally, this should help a lot with people with low-end CPUs with stuttering problems. - You can disable the gamepad mode entirely in the control options if it interferes with your setup. - The Epilogue will probably be unavailable until the final release. Even though we've tested this update pretty heavily, it was impossible to catch and fix all the bugs given the size of the changes, so please bear with us! There is some content that did not make it into this update, but for now we will focus on fixing any non-minor bugs we find. We are slowly nearing the end of development, so if you've already played some of Darkwood, we strongly advise you wait until the final release so you don't burn yourself out. I'd like to thank all the testers who helped out during the last few weeks of huntings for bugs: ShadyS, FireRage259, DeforMC and SDF121! Much love guys! In the meantime, we will be visiting streams and watching gameplay footage from you guys! Yours faithfully, The Acid Wizard


[ 2016-09-30 15:00:36 CET ] [ Original post ]


Chapter 2 progress

[img=http://www.acidwizardstudio.com/wp-content/uploads/2016/06/swampers_gif.gif] Howdy! Read up on what we've been up to these past few months on our blog!


[ 2016-06-23 15:47:09 CET ] [ Original post ]


Alpha 7.2 (+ hotfix 4)

Hello! Get ready for another update to Alpha 7! This update mostly focuses on fixes and minor new features. The patch notes are too long to post here, so head on over to our blog and read all about it! In the meantime, we’re busy working on the Epilogue and Chapter 2. Here’s a sneak peak of the new Swamp biome:

As always, I’d like to thank the testers for their hard work on making sure this alpha is nice and smooth: ShadyS, FireRage259 and Vixx! :) The Acid Wizard

Update 17.03.2016


I uploaded a quick hotfix for a few issues: - Fix for weird dialogue sometimes appearing when interacting with the oven. - Fix for freeze on game load screen when loaded a game just after a dream, and the first hotbar slot was empty. - Fix for error when loaded a game after a dream and then somehow entered another big location. And another hotfix: - Fixed characters sometimes not moving to their hideouts properly. - Fixed some blood animations not playing properly. And another one... - Fixed some crates with missing padlocks. This won't take effect if you've already loaded a game however :( - Fixed the combination to the crate close to the Chicken Lady. Guess what? I've added a (hopefully last) hotfix on 21.03.2016: - Fixed flares and molotovs being out of place when aiming them. - Fixed some missing texts. - Fixed a few duplicate textures. - Fixed sometimes not being able to use the pigshed lever.


[ 2016-03-16 19:14:47 CET ] [ Original post ]


Alpha 7.1

Well, hi! This is mainly a patch update, with little new content!

Changes


- Updated Unity to latest version. This solved some issues, but also added a few bugs which are out of our hands for the moment, like some particles not displaying correctly. - Optimizations to stuttering for low-end hardware. - New location between the Dry Meadow and the Silent Forest. - The Dynamic Resolution option has been upgraded so the pixels don’t render incorrectly when in motion (thanks to Michał!). - New tree formations in some biomes. - Several changes to prologue. - Added map to train wreck in doctor’s house. - Changes to dog summon attack. - New animations for dogs. - Removed crows around dead animals. - Lantern has a bigger light radius.

Fixes:


- Fixed getting immortality at certain point in game. - Fixed not getting the underground door key in one case. - Fixed several bugs in musician’s parents’ house, like not being able to get inside or nothing happening when returning to this location later after getting the violin. - Fixed unresponsive mutated dogs in Wolfman’s hideout - Fixed characters getting stuck in musician’s parents’ house entryway. - Fixed characters being able to open doors locked with a code. - Fixed pigshed lever not working after loading the game. - Fixed dark void when returning to the well in the village. - Fixed some instances when characters could play a custom animation in the wrong place. - Fixed dark void when travelling from the village while dragging a wardrobe. - Fixed sometimes incorrectly applied protective gas in hideouts. - Fixed several missing / broken events after loading the game. - Fixed being able to open containers with a padlock by using the context menu. - Fixed being able to drag a chair from under a villager who is sitting on it :P - Fixed help popup displaying in the character dialogue. - Fixed some dialogues. - Chain cannot be consumed anymore :P - Fixed pigshed lever being able to move by itself! - Fixed too long note in journal. - Fixed being able to open church trapdoor without knowing the code. - Fixed unresponsive NPC in the church. - Fixed missing doctor animations. - Fixed being able to access village cellar by breaking in or clipping through door. - Some fixes to night events. - Fixed lots of typos, missing translations etc. - Added some sounds. - Fixed some objects being incorrectly masked by light. - Fixed missing Wolf shadow. Next stop: the Epilogue! Wait… what? What about Chapter 2? Well, we’ve decided we need to finish (more or less) the ending in a satisfying way before we work on the middle of the game. So we don’t know what the next update will be about yet, or when it’s going to happen! So please be patient with us while we work on making the ending as good as possible. The Acid Wizard


[ 2016-01-22 13:34:33 CET ] [ Original post ]


Alpha 7


Greetings, mortals!


Say hello to Darkwood’s biggest content update as of yet! Even though we have tested this Alpha extensively, there are things which are bound to be broken due to the massive amount of changes made, so please bear with us!

CHANGES


- The story progress through Chapter 1 has been overhauled. This resulted in a big amount of changes both small and large, but you will need to find most of them by yourself! - The Prologue has had some work done on it, and also has it’s own map. - Most of the dialogue for NPCs has been rewritten. - Lots of new journal entries, and all previous ones have also been rewritten. - In-game cutscenes! - Renamed the Meadow to the Dry Meadow, and Forest to the Silent Forest. We needed a solution for people who were having problems with finding the beginning locations (eg. looking for the Chicken Lady in the Meadow) as they did not know that these are two different biomes . - New enemies, new attacks and behaviours for existing ones. - A ton of new characters, mostly villagers. - Many new idle animations for enemies and characters. - At lot of new locations, most notably a large village area. - Wolfman now has hideouts in each biome. - New quality settings for low-end PCs. - Improvements to stuttering when exploring the woods. - Dynamic difficulty scaling to player progress for some enemies. - The game now saves after talking to NPCs (except when in dreams). - Several updates and improvements for controller mode and new default bindings as suggested by players. - Removed mushroom gift after the first night. - Added specific post process effects for certain locations. - Removed priority for enemies to attack the player, resulting in more fighting between mobs. - Added and modified a few help popups. - Doors move when hit by something. - Changed gamma settings to brigthness adjustment. - Un-nerfed dodge. - Removed game save when leaving the hideout after morning mode.

FIXES


- Fixed torches and flares not giving light when clipping inside walls, doors etc. – Fixed enemies wanting to jump through small, blocked windows. - Fixed some events that should be triggered when entering a specific location being fired on game start. - Fixed pathfinding issues with locations outside of the game world. - Removed duplicate river in some cases of a generated world. - Fixed some events not loading properly. - Some outside locations now have proper rotation based on their corresponding location in the world (like the train wreck). - Fixed error when destroying the large larva egg. - Fixed nasty error for characters with changing portraits, resulting in a memory leak. - Fixed banshee screams not disabling lights. - Fixed some characters getting stuck in the middle of nowhere. - Disabled secondary attacks when in inventory. - Disabled hotbar scrolling when in main menu. - A lot of AI fixes. - Fixed item repair popup when it’s no longer usable incorrectly positioning itself. - Fixed some incorrect gamepad icons. - Fixed visible culling when being teleported to a new location. - Fixed map dragging itself when closed. - Optimized morning mode effect. - Fixes to Bicycle man behaviour and getting stuck. - Fixes to violin quest, as doing it in the incorrect order would still get you a outcome you did not want. - Fixed missing controller translations. - Fixes to time freeze music playing in dreams and The Three disappearing. - Fixes to characters still making sounds (eg. barking) after dying. - Fixed bugs in crafting requirements for gasoline. - Made horizontal and vertical camera movement dependent on screen size. - Fixed poison overlay displaying on top of map and journal. - Fixed some stuff that should fit to the screen size being a pixel or two too small. - Standing by the oven at night no longer makes you invulnerable to shadows. - Fixes to controller camera movement and player reach when in dynamic resolution mode. - Fixed incorrect number of lives showing up sometimes. - Fixed incorrect skill popup positioning on small screens. - Fixed not being able to repair weapons in certain situations. - Fixed characters sometimes getting stuck on barricades. - Fixed banshees sometimes changing their mind when walking towards the player. - Fixed characters which wanted to jump through a object even if they did not have the space to do so. - Fixed crows flying in place. Chapter 1 still needs some work, but we’re pretty close to how we want it to look. What’s next? We don’t know yet! It’s time for some quality time with the family (mine will grow by one any day now :D ) for the Wizards, but we will definitely be looking at the forums and streams to see how you’re liking the new update :D The Acid Wizard


[ 2015-12-22 19:12:42 CET ] [ Original post ]


Alpha 6.1 [Hotfix 1]


It's time for Alpha 6.1! This update is a bit overdue, as I had to undergo appendectomy last month and needed some time to recover.

Changes


- Darkwood now supports gamepads! Just press any button on your controller during gameplay to switch to gamepad mode, which has many changes compared to the mouse + keyboard scheme to make it easier to play. Please note that this feature is still experimental, and as we’re not really gamepad players, we’re looking for feedback on how to improve this mode! - A new difficulty mode! Instead of a permadeath switch when starting a new game, there are now three difficulties: Normal (the same as the non-permadeath mode), Hard (you have a limited number of lives), and Nightmare (the same as the previous permadeath mode). - Lights and your FOV are blurred (only on High FX settings). - The protagonist has been completely redrawn! Apart from a sleek new look and new animations, there have been changes to weapon speed and range. - The Rock Savage has a new look too! - Some balance changes to items, monsters and weapons. - Lamps have a bigger light range. - Modified spawn locations for Elks. - The pitchfork can get stuck in walls now. - Some new items to examine. - Added hints before nightfall concerning the Oven.

Fixes


- Completely redone the input system to fix some annoying issues. - Fixes to a few player animation issues. - Fixes to pathfinding for some enemies in the wilderness, especially elks. - Fixed not being able to jump through the fence in doctor dream. - Fixed doctor’s portrait suddenly changing into the generator… - Fixed Careful Step perk not working with beartraps which were set before the game starts. - Fixed Scary Face perk making a delay where you can’t use other perks. - Fixed issues with small windows. - Fixed black screen after doctor dream. - Fixed electronic game. - HOPEFULLY fixed sound volume being reset sometimes. - Some crafting fixes. - Fixed weapons losing their upgrades. - Fixed some items being refilled after death. - Fixed static effect being applied after getting hit during night. - Fixed flare smoke rendering incorrectly. - Removed a few repair kits. - The protagonist can’t be moved when dying now. - Fixed torch flames not disappearing when destroying the torch by hitting something. - Fixes to walls, windows and doors being incorrectly lit.

Hotfix 1, 9.10.2015


This hotfix will make your controls revert, sorry about that! - Fixed broken rebinding of movement controls. - Fixed having the first drop of gasoline spilled on the ground when refuelling the generator / saw. - Added some missing translations. - Added missing hotbar keys to the controls menu. - Fixed being able to change hotbar items in main menu. - Fixed disappearing dog in prologue. - Removed journal help popup when in controller mode. - Fixed some issues with night events. What's next? Artur has drawn a ton of new stuff which is waiting to be added, and it looks like we will focus on reworking the storyline of the first chapter in the next update! The Acid Wizard


[ 2015-10-08 16:39:07 CET ] [ Original post ]


Alpha 6


Alpha 6 has been unleashed!

This update brings a lot of small and medium changes, along with a slew of bugfixes. The list is too big to post here, so check it out on our blog.


This alpha was VERY hard to polish, and we've had around a dozen of Release Candidate versions. Special thanks to the valiant efforts of our testers: ShadyS, DeforMC and Rednecklawrence! We hope you enjoy what we’ve cooked up for you in this update! The Acid Wizard


[ 2015-08-10 13:58:08 CET ] [ Original post ]


Alpha 5 [hotfix 2]


Alpha 5 is here, baby! Remember, if you wish to keep playing on alpha 4.2, just follow this guide before launching the new version.

You can find the full patch notes here, as it looks like we've hit the size limit for announcements.


There might be some bugs that got through the testing builds from the recent changes, but once we iron them out in the next minor update, I think we will be able to describe Darkwood as pretty darn stable! It looks like we're in the final stages of modifying the gameplay mechanics. As of now, we still have to work on a few things, like The Well (or get rid of it in favour of something else), adding unpredictability to exploring locations, or the loot distribution system, and of course some technical stuff like gamma settings and normalizing the camera zoom across all resolutions... But once we're through with that, we can focus on the things veteran players are interested most: adding more content!

Hotfix 1, 13.06.2015


Generating a new world is required for some of these fixes to take effect! - Fixed a case where the burned cottage between the Meadow and Old Woods would be rotated incorrectly. - Fixed crafting requirements for high level workbenches. - Added workbench level cap. - Removed some repair kits from the game. - Added a few missing translations. - Added loot to a picture on the wall. - Fixed pigs in the pigshed being aggro to the player when attacked by villagers. - Fixed not being able to enter the journal when dreaming. - Fixed villager in pigsheds not doing any damage. - REMOVE KEBAB - Dogs are a bit relentless sometimes. Don't know why, so I temporarily nerfed their speed slightly.

Hotfix 2, 15.06.2015


- Fixed exploit for The Three and Mushroom Gift. - Fixed Mirror disappearing after the night. The Acid Wizard


[ 2015-06-12 18:36:42 CET ] [ Original post ]


Alpha 5 news + how to keep your saves

Hello!


We’re close to finishing up work on Alpha 5! The testers already have their hands on the first Release Candidate. Here’s a sneak peak on what we’ve been working on:

Workbench


The majority of craftable items are now created through the workbench. Instead of finding recipes for new items all over the place, you will have to upgrade your workbench to craft better items. Workbenches are found in every hideout. Repair kits have been removed. You will be able to repair your weapons on the workbench. In addition, weapons can be upgraded / modified with different perks. The workbench gives players some short-term goals to look forward to, which are much needed until we add more detail to the storyline.

World refinements


A lot of work has been put to make exploration better and more rewarding, with new locations and a more varied wilderness. Roads are more plentiful and informative (they don’t end in the middle of nowhere anymore). Biome borders have been overhauled, and now contain unique stuff and are much less confusing. Also, new enemies have been added.

Other bigger changes:


- New trading UI, preventing accidental purchases. - Time freezes after surviving the night, allowing you to breathe a little, repair your hideout and interact with a new NPC. - New weapons. - The saw has it’s own UI now. - There are only two types of mushrooms now: regular and night mushrooms. The essence you gain from them depends on the quality of the oven you use. - Loot randomization has been put through a balance pass (the system needs to be pretty much redone in the future though). Apart from the major changes, we’ve spent a lot of time on refining smaller elements and squashing bugs, but those will be outlined in the update notes.

How to keep your saves


We've added a quick and easy way to keep playing on older versions, so your saves do not get wiped when a new Alpha is released. Read all about it here! In other news, we’re very happy to be part of Independent By Design, a upcoming book about the stories of awesome indie game developers like Lucas Pope, Frictional Games, inXile Entertainment, Dennaton, Vlambeer… And, well, us! :D
The book is in the final days of it’s Kickstarter, so it’s your last chance to get it early!


[ 2015-06-04 10:09:10 CET ] [ Original post ]


Alpha 4.2

Salutations! Hope you had a great holiday! This update does not break your saves as it contains mostly bugfixes, but if you want the full benefits, generating a new world is advised (these are tagged with [Needs restart])!

CHANGES:


- Added text during loading informing about the steep learning curve during alpha. - The ambient light at the beginning of the day is brighter. - Some minor improvements to AI during the night. - Some locations do not overlap each other as much. This helps with the problem of having poisonous mushrooms in places which should be safe. [Needs restart].

FIXES:


- Fixed a rare case of a broken world and severe lag if you have generated and loaded several profiles without closing the game. [Needs restart] - Fixes for rare lag after dialogue and death. (Well, this is a blind fix as we cannot reproduce it, please let me know if this still happens) - Fixed one of the savages constantly screaming while chasing you. - Fixed having two hotbar slots selected after ending a dream. - Fixed Chompers on the bridge disappearing. [Needs restart] - Fixed several sprite glitches, like the sleeping Chompers. - Fixed roots around the burned house appearing out of nowhere, sometimes trapping the player inside them! Considering putting back in as a feature. [Needs restart] - Fixed waking up in the middle of the day after the prologue (it should be at the start). - Fixed flare weird behaviour. - Fixed a screen overlay persisting during the day after night. - Fixed some sounds not looping. - Fixed text during reading notes / books displaying below the sprite. - Fixed a few occurances of items disappearing when dragging them out of a location (like the lynx). - Fixed being able to interact with objects after getting all of the contents of the night gift, when having your inventory still open. - Fixed button mashing during dialogue / cooking screen transitions causing weird stuff to happen. - Fixed unexaminable grave. - Fixed the night gift disappearing after loading the game. Phew! These last few updates have been huge technical undertakings for us, but it looks like the worst is behind us - there have been no out of memory crashes reported lately and we're up to date with the engine and plugins. Unless something is seriously broken with this update, we will begin work on Alpha 5! Some heavy work needs to be done on the current borders between biomes and the wilderness. We'd also like to experiment with some things we wanted to implement for some time now, like a crafting workbench. The Acid Wizard


[ 2015-04-10 14:01:56 CET ] [ Original post ]


Alpha 4.1 (update:hotfix 1)

Greetings, lovely mortals! During the last two weeks we've been working on upgrading Darkwood to Unity 5 and squashing bugs. Along with that came a total redo of our audio library (it was a real mess), and updating most of the plugins we use.

FEATURES


- World generation is now up to 3 times faster. That's quicker than your average respawn time in Bloodborne! - Big performance boost for slower CPUs. - Big memory optimization. This NEEDS TO fix the out of memory crashes during world generation... - Audio postprocessing, ducking and less distortion. More to come later! - New, modified and improved sound FX.

CHANGES


- You can now craft items even if your inventory is full (assuming that after removing the required ingredients you will have room). - The game starts in fullscreen by default again. - You can no longer interact with objects when having a item picked up from the hotbar. - Added info message when trying to confirm skills, when having not selected a negative skill. - Touching a sleeping Chomper now wakes him up. They also snore.

FIXES


- Several fixes to world generation. This should fix the low FPS bug, and not respawning in camps. - Fixed game breaking bugs in the chapter 1 end quests. - Fixed item context menu not hiding when entering the main menu. - Fixed epic chomper dodging. - Fixed characters sometimes picking up wrong waypoints. - Fixed pigshed generator guard not attacking player. - Fixed nasty savegame corruption in the late game. - Fixed several cases when characters could disappear (and reappear) close to the player. - Fixed not being able to change inputs after generating a new world. - Hopefully fixed a very rare bug when leaving the undergroud tunnels would make the world all black. - Fixed characters in the Musician's parents house. - Fixed inventory items appearing on top of hotbar numbers. - Hopefully fixed all weird graphical glitches introduced in 4.0 (underground entrance tree, etc.) - Fixed player freeze when buying the map from Piotrek inside the currently selected hotbar. - Fixed cornfield shader. - Fixed changing resolutions / fullscreen weird behaviour. - Fixed rare, weird door behaviour. - Fixed audio volume settings not applying to some sounds. - Fixed some mimics emitting sound after death. - Fixed unlootable wood pile in the pigsheds. - Removed beartrap recipe (it's unlocked from the beginning). - Fixed rare error during dialogue. - Fixed wrong night scenario progression in meadow, resulting in too difficult nights at the beginning. - Fixed having 2 hotbar slots selected. - Fixed Chomper in Church dream not having the pendant. - Improved player inertia. - Fixed light flares from lamps not rotating correctly. - Removed a hole in some borders (resulting in being able to travel to another biome way before you should be able to). - Improved cursor icon display on various objects like the Well. - Fixed melee weapon modifiers resetting when transferring between inventories through ctrl+click. - Fixed inventory events not triggering when swapping items, like the underground entrance key, or violin. - Fixed flare not lighting barricades correctly. - Fixed not being able to pick up a firearm from the ground if you have the same type in your inventory. - Fixed flares and matches reigniting after loading a save. We've been testing this build very intensively, but as I've had to rework a ton of code because of the engine and plugins update, some new bugs may appear. As always, please report them to the bugs section so we can take care of them for the next update!

Hotfix 1 - 03.04.2015


- Fixed respawning in the same spot you died. For real this time! - Updated Steamworks.net, which fixes being unable to start the game on Linux for some. - Fixed save corruption if reloaded game directly after finishing prologue. - Fixed some instances where skipping a movie would cause graphical glitches. - I was unable to find the source for the lag some of you have been experiencing at random points, but I've made some adjustments which may help. We can't reproduce it here, so please let us know if you still experience it! The Acid Wizard


[ 2015-04-01 18:22:04 CET ] [ Original post ]


Alpha 4.1 coming this week

Hi all, Just letting you know that Alpha 4.1 will release any day now, and you may want to switch off automatic updates in your Steam client if you want to keep playing your current game, as this update will wipe saves from 4.0! It features a big engine upgrade to Unity 5, with improved performance, new and improved audio FX, memory optimization and many bugfixes. The Acid Wizard


[ 2015-03-31 09:38:21 CET ] [ Original post ]


Alpha 4


Alpha 4 is finally here!

THE NIGHT


Night gameplay is now controlled by a scenario & event system, which makes a lot of weird, awesome stuff happen. Some of that is stuff is random, some is a consequence to what you have done previously (or during the night). Some are basic and common, but there are also complex and unique ones. There are a limited number of events currently, but you can expect more in the future. Shadow creatures have been completely revamped. The "you need to be in the light after sundown or you die" mechanic has been scrapped (it sucked, sorry about that). You will still be visited by those creatures, but they're very different now. The Banshee has also been revamped, but I'm not going to spoil that for you. Mutated mushrooms no longer spawn in and around your hideout every night. They're not completely removed, but they're a bit different and much more rare. The noise you make now plays a lesser role. You can still attract attention when running around at night a lot and dragging heavy things, but it's much less dangerous now. There are a few other changes, but you need to find them yourself!

TECHNICAL IMPROVEMENTS


Memory management has been vastly improved. We've also added a dynamic texture load / unload system, so out of memory crashes should be gone now! You can now turn on windowed mode from the main menu. There is new a alternate control scheme, where movement is relative to the mouse cursor. You can switch it on in the control options. Performance optimization, and fixes to late-game fps drops. Written text (like the one during dialogue) no longer jumps to a new line mid-word, making reading it less troublesome.

NEW STUFF:


- A new enemy type. - If you have more than one item selected (under your cursor), you can cycle through them (default "E" key). This is indicated by a arrow icon next to your cursor. - Your character now respawns in a small location after dying. Check your map after you get up to know where you are. - New stuff added to some of the locations. - Lots of new sounds!

CHANGES:


- Large amount of minor improvements and fixes to AI. - Modified and improved combat behaviour for all characters. - Time flows slower, so you have a bit more time to explore. - Also, the day now always lasts from 8 am to 8pm (as shown by the watch). - Poisonous mushrooms in the meadow are less plentiful. They can also be selected with the cursor (but not interacted with). - Roads are safer. - Minor loot rebalance. The loot system needs to be redone from scratch in the future though. - Rebalanced enemy and object spawns in biomes.

FIXES:


This update has seen the biggest bug hunt yet, and it would take quite a while to write down all the squashed bugs. Here are the most annoying ones: - Fixed discovered mini locations not being marked on the map, making navigation much harder. - Generator usage was broken (sometimes it would consume 2x the amount it should). It's fixed now, and also rebalanced. - Fixed camera shake being relative to FPS (making it too long or too short depending on your machine). - Changing resolution ingame will not break some menus anymore. - Fixed sometimes waking up in the same spot where you died (right next to the thing that killed you), instead of somewhere in the woods. - Fixed beartraps and poisonous plants being too concealed. - Enemies can no longer push you around when you're jumping. - Fixed disappearing enemies. - Fixed enemies reappearing in front of (or behind) you... - Fixed a few instances of walking through a black void. - Fixed crashing the game when mashing the escape button when the dream transition video was playing. Alpha 3 broke the night gameplay for some of you, and we believe this update not only fixes these issues, but makes the nights really interesting. There's still more stuff to come for them, but we think we're close to our vision. The new event system makes way for other things to happen during the day too! We're not sure if it will be the focus of the next update yet, as there are some serious issues with how the world is generated right now (the border areas are completely empty) which need to be fixed first. I truly hope that this will be the last time I need to do any big changes related to some very technical stuff like memory management... These take up A LOT of time. A new version of the engine we're using (Unity 5) is out, and it brings significant performance improvements. If there are no major issues with the initial Alpha 4 update, I will probably start working on bringing Darkwood to the new engine version. The Acid Wizard Update: Small bugfix for nights which were too hard.


[ 2015-03-13 20:33:29 CET ] [ Original post ]


Alpha 3.1

Hi! This is a bugfix update. It should (hopefully) not break your saves. Sorry this took so long, but we've been taking some time off during the holidays, and most of us caught the flu... Anyways, we're starting work on Alpha 4 now, which will focus on the nights, and also fixing some of the stuff we've done wrong in this version (like the Shadows).

Changes


- Shadows are less common and irritating. We will work to change them in the future, so they become awesome and scary instead of annoying.

Fixes


- Fixed respawning in the place where you died. - Fixed mushrooms sometimes not spawning during the night. - Pressing ESC after launching the game (when the AWS logo was presented) would cause some weird stuff to happen later. Why would you want skip it in the first place!? - The fuel efficiency perk no longer gives you unlimited gasoline. - Fixed a player respawn point being outside of the world borders, resulting in sometimes spawning in the void after death. - Fixed occasional random crashes during gameplay and when loading the game. There are still problems with crashing when out of memory though. - Fixed not receiving mushrooms from the well in the third hideout. - You can no longer overwrite a saved profile with a new world by accident. - Clicking "Continue" in the main menu should no longer translate to the game world. - A chair in the prologue will no longer fly away. - The wardrobe in the prologue properly obscures other objects now. - Fixed infection saving.


[ 2015-01-09 17:20:59 CET ] [ Original post ]


Alpha 3


Alpha 3 is out! The major changes are:

Consequences of death


From now on, dying means: dropping your inventory at the place you have been killed, and waking up somewhere in the biome where your current hideout is. This may sound easy, but in the later biomes returning to the place where you have died is sometimes very tricky.

Extracting essence


Mushrooms in the woods are more plentiful, but only certain rare kinds can be cooked for essence. This allows for bigger "trap" areas with a reward for successfully navigating them. Things that can be cooked will rot after a certain amount of time after they have been picked up. Where do you find essence, you ask? Well...

The night



During the night, you will not only see creatures, but also mutated plants. You will need to be on the lookout for them if you want to harvest their essence! Light now plays a bigger role, as staying in the shadows for too long will be a bad idea, so better fill up your generator before it gets dark!

Sound


You will need to pay much more attention to the sound you generate from now on. This means interacting with doors, moving objects, barricading etc. will bring attention to your location. This will be very important during the night, as you do not want to alert anyone to your presence.

AI changes


Stealth is harder and easier at the same time. If you are reckless, you will easily get spotted. But if you keep a low profile, you will be able to sneak through areas. Enemies will also be more forgiving in letting you know if they are alerted to your presence.

Minor:


New stuff:


- Added a popup notifying you about entering a biome. - [Experimental] If you are inside a location, you will be able to see it marked on the map. - You can pick up dropped items from the ground if you are inside your inventory. - When quitting the game, you will get notified about the time of the last save.

Changes:


- Player will no longer receive damage when waking up. - Changed balance of gasoline for generators. - The mushrooms you get after drinking from the well depend on what hideout you are currenly in. - Health / stamina potions have been removed (in favour of skills). This is temporary, as we need to find other ways to upgrade these stats.

Fixes:


- Loot no longer respawns after time in some locations. - Electronic game is now properly added to journal. - Inventory icons no longer disappear. - Fixed having multiple items selected on hotbar after death. - Fixed desynchronizing aim indicator. - It's no longer possible to appear outside of a underground location when travelling to it. - Fixed bug causing the pathfinding grid to get corrupted after loading. - Fixed issues with reloading the game after dying in a underground location. - Fixed several issues with mimics. - Fixed weird behaviour with Wolf when traveling to Doctor's house again. - Fixed ambient music sometimes cutting off. - Fixed map and poison overlays intersecting each other. - Fixed the fog in a few locations. - Fixed disappearing enemies in front of the player. - Added missing sounds to some furniture. - Fixed not getting reward after dream if your inventory was full. - Fixed rabbits being blind sometimes. - Fixed generator not emitting light if it was previously drained from fuel. - Fixed a gap in the trees at the Doctor's house, enabling the player to leave the location's bounds into the void. - Fixed being able to drink from the well even though it was day. - Fixed some issues with loading underground locations. - Optimized loading meshes. - Fixed information popup appearing in main menu. We're very happy with this update, as it fixes some major issues with how leveling / dying worked before, and lays a foundation for really cool nights. It also introduces some new issues in the long run (like gasoline being a limited resource), but nothing that can't be mended with future updates. This will probably be one of the last updates containing major changes to gameplay mechanics. After we fix a few more big things that we're unhappy with, we can finally move on to adding more content and polishing existing mechanics, yay! The Acid Wizard


[ 2014-12-19 17:01:51 CET ] [ Original post ]


What’s coming in Alpha 3?

Greetings! Alpha 3′s main focus will be making nights exciting again! To do so, we had to make some big changes to other mechanics.

Consequences of death


Dying in normal mode means losing some of your skills, your currently held mutated items, and damaging all of the other items in your inventory. This sucks, as the mutated plants which you use to level up don’t grow back, which can be quite frustrating when you lose a few perks and can’t really regain them after some time. We could of course make them grow back after some time, but that would encourage boring grind. So, in Alpha 3, dying means: dropping your inventory at the place you have been killed, and waking up somewhere in the wilderness at the beginning of the next day. You lose your belongings, but can regain them if you get back to the spot where you have died. Sound too easy? Not quite, as the time skip ties to the other mechanics:

Extracting essence


Mushrooms in the woods are more plentiful, but only certain rare kinds can be cooked for essence. This allows for bigger “trap” areas with a reward for successfully navigating them. Things that can be cooked will rot after a certain amount of time after they have been picked up. Where do you find essence, you ask? Well…

The night


Currently, nights can be very intense at the beginning, but the excitement fades as you figure out how to defend yourself with no risks (like hiding in a corner behind a wardrobe). We have been experimenting quite a lot on how to overcome this, and came up with a solution that we think is pretty cool, and lets you play your way. From now on, mutated flora and fauna will start appearing in the night, in different form. You will need to be on the lookout for them if you want to harvest their essence. You can still hide behind that wardrobe if you’re scared, but you will be missing out on some precious essence! [img=http://cloud-4.steampowered.com/ugc/572273303586647547/1479D7ED3CB5E46FD370821BA0A1E6D8AF898395/] Image by Sir Smide II Light now plays a bigger role, as staying in the shadows for too long will be a bad idea, so better fill up your generator before it gets dark! We have also did some adjustments for the nights to be more fair, making them less random and based more on your actions, which leads us to…

Sound


You will need to pay much more attention to the sound you generate from now on. This means interacting with doors, moving objects, barricading etc. will bring attention to your location. This will be very important during the night, as you do not want to alert anyone to your presence.

AI changes


Stealth is harder and easier at the same time. If you are reckless, you will easily get spotted. But if you keep a low profile, you will be able to sneak through areas. Enemies will also be more forgiving in letting you know if they are alerted to your presence. We will be entering the testing phase as soon as we balance out some of the new features, which should be this week. This update will probably be one of the last major alphas to bring big changes to mechanics, after which we will finally be able to move on to adding more content!


[ 2014-12-09 18:50:38 CET ] [ Original post ]


Alpha 2.1

Here is a balance and bugfix update for you lovely mortals:

Changes


- Balanced loot / object spawns. Hopefully no more empty crates! - Balanced melee weapons in terms of durability drain and barricade damage. You can no longer destroy a barricade with a plank with nails :P - Balanced barricade damage for enemies. - Beartraps, mushrooms etc. no longer spawn in the middle of nowhere. Instead, they appear around trees like in previous versions. - The Saw eats less gasoline. - You can hold the Jump button to automatically jump over stuff, instead of having to press it when you get near something jumpable. - You can do the secondary attack while running.

Fixes


- Added missing Burned House map icon - Compressed more music. This may help those of you who have been experiencing out of memory crashes. - Fixed bug when you had to attack a barricade one more time to destroy it, even though it's durability was 0. - Fixed loot respawning after loading the game in some containers. - Fixed indestructible barricades. - Added more container space to the new hideouts. - Fixed culling which sometimes did not work in dreams. - Fixed freeze on player death if had Additional Hotbar perk, but did not have anything in the slot. - Fixed savages getting stuck on window barricades. - Fixed bugs with displaying some barricades. - Balanced junk from scavenging bear traps. - Removed chompers from Forest biome. - Fixed Well being reactivated when loaded a game during night. - Fixed fog parallax in burned houses. If all is well with this update, we would like to start working on Alpha 3, which will probably focus on the nights in Darkwood.

The Acid Wizards



[ 2014-11-06 20:36:05 CET ] [ Original post ]


Alpha 2 hotfix 2

Here's a hotfix for a few issues some of you may have been having.

The update should not break your saves, although you might need to generate a new world for some of these fixes to be in effect:


Hotfix 1, 31.10.2014 - Fixed crashing due to memory leaks. [ EDIT: This is still an issue for some people] - Added back crows. - Fixed infections. - Fixed saw running forever. - Fixed black void areas around some borders. - Fixed characters not visiting at night after some time. - Added (experimental) support for 1280x720 resolution. - Fixed some save errors. Hotfix 2, 02.11.2014 - It seems audio is sometimes not unloaded from memory. Compressed some of the music files and added some less elegant methods of unloading assets, resulting in slightly longer saving times, but the game should not crash anymore due to memory issues. - Fixed nasty bug where sometimes the pathfinding grid would get corrupted in a savegame, resulting in AI not being able to move after loading a game. The game will update automatically. You will still see "Alpha 2.0" in the corner.


[ 2014-10-31 18:29:24 CET ] [ Original post ]


Alpha 2 is live!

[img=http://www.acidwizardstudio.com/wp-content/uploads/2014/10/alpha2-1024x576.jpg] Rejoice, mortals! Alpha 2 is here, just in time for Halloween! With it, changes big and small! This update focuses mainly on a huge rewrite of some of our back-end systems, meaning they are now more optimized, less buggy and allow for some cool stuff to happen. Highlights:

Brand new world


We basically rewrote the whole world generation system. The main thing you will notice is that the biomes are now grouped together, and getting through to the next biome requires a trip through a “gate” location. Borders are much more interesting now, and aren’t only impenetrable walls. [img=http://www.acidwizardstudio.com/wp-content/uploads/2014/10/mapa_alpha2-1024x1006.jpg] This system allows for a lot of new cool stuff. We’re tingling in excitement just thinking of the possibilities in future updates! For now, the benefits of this approach are mostly visible through better pacing (easier in the beginning, harder at the end of chapter 1), more rewarding exploration, more interesting navigation, and a better sense of progression. Even though we optimized the generation script quite a lot, the new world is now about 50% larger than the previous one, and in result creating a new one takes more or less the same amount of time. This will of course be optimized in the future. Some parts of the procedural generation system are turned off for now to avoid some bugs.

Modified combat


Combat in Darkwood is supposed to be slow, tactical, but lethal. It may be unintuitive at first, as you can’t spam attacks like in every other game with this perspective, but it is a lot of fun when you get used to it. We worked on it in this update to make it more responsive, but also made the Secondary Attack and Dodge skills available right from the start.

Optimizations and fixes


There are a ton of optimizations to pretty much everything. Less stuttering, better performance! We also fixed most of the reported bugs (including the dreaded Mac crash and disappearing Wolfman!). However, a lot of new features were added, which still need to be polished.

And also:


- New hideouts! Nights are different based on the hideout you are sleeping in. - New content to be found in the wilderness. - Wood is more plentiful, but to make use of it, you need to convert it to planks with the new Saw object. - New shader for trees. - Friend of the Forest skill has been nerfed. Animals will be less aggressive, instead of befriending you. - Rebalances to loot and enemies. - And a lot of other smaller (or secret) changes! We are pleased how these changes add to the game, and hope you feel the same! This is hopefully the last BIG rewrite of any of the systems, and we can return to more frequent updates. We would also like to thank our awesome testers for their hard work on hunting bugs! <3 Remember, the Acid Wizard sees all, so post your feedback on our forums or here on Steam!


[ 2014-10-30 15:53:28 CET ] [ Original post ]


Plans for Alpha 2

Dear mortals, We’ve been very busy after Darkwood’s launch, and released a few critical updates and hotfixes for most of the problems you’ve been having. We’ve also rested a bit after the pre-launch crunch time, watched a ton of Darkwood letsplays, hanged out in loads of streams, and read a lot of the suggestions you have been posting on the forums. We’re extremely excited about the reception of the alpha, but that’s a story for a different time. The important thing is, we can now begin working on the first major update for Darkwood. There have been many reports about optimization - sometimes you can run the game on old and feeble laptops without a problem, while other times beefy rigs struggle with Darkwood. To fix this, we need to rework some of the behind-the-scenes stuff, which will take some time. This is a big change, so the sooner we do it, the better, and we’ve decided that it is a priority for the next update. Optimization is of course not the only thing coming in Alpha 2. You can expect a little bit more of everything, and hopefully a fix for the issues some of the Mac users have been experiencing. I’m afraid the exact things we are planning will remain a secret. The Acid Wizards see your suggestions and what you would like to see improved in the game, so keep them coming! <3 When is the update coming out? We don’t know. We work *a lot* better if we’re not stressing out about a deadline, but it’s safe to assume that you can expect for us to work on it for AT LEAST a month. Don’t worry, we haven’t run off with the money, and we’re not spending 100% of our time playing Dark Souls. There’s a lot to do before we’re satisfied with Darkwood, and we’re fully commited to making this the best experience possible! The Acid Wizards


[ 2014-08-13 17:03:01 CET ] [ Original post ]


Alpha 1.3 hotfix 2

It's been 10 days now after the launch, and here we are with the third minor update with a ton of fixes, and some balance changes to help players struggling with the first days in the game. Please note that this does NOT mean we are "dumbing" down Darkwood. It will remain very challenging, but as of now the difficulty curve is way too steep and needs a lot of work, which will also be addressed in future updates. Changes: - You can now dismantle barricades which you have created, reclaiming some of the materials used. - Weapons are more durable now. - The plank with nails has a new default attack. - Time passes a little slower. - Days are longer. - It's brighter during the day. - The player moves a little faster, and has a lower movement speed penalty when aiming weapons. Also, no speed penalty when out of stamina. - Enemies have less stamina, and are a bit less aggressive. - There is a new visitor during the night. - You can't brute force padlocks anymore (at least it's much harder). - Throwing a item (like the molotov cocktail) for a second time requires you to press the RMB again, to help prevent unintentionally dropping it. - More space for items in your hideout. - You have some starting reputation with the traders. - Red and gray potions can be crafted from the start (you don't have to buy the recipes). Their effect is visible instantly. Bugs: - NPC in the church sometimes gave the wrong code. - Wolf reputation sometimes didn't sync. - Some optimizations for stuttering in the forest. - Fixed receiving reputation from selling a item when a trader's inventory is full without actually losing the item (and vice versa). - Recipes are no longer duplicated. - Fixed player freezing on some occasions. - You can no longer learn the same recipe twice. - Fixed infinite item turn in for NPCs exploit. - Rain was too loud. - If a well was repaired in the middle of the night, it didn't have any water. - Fixed huge FPS hit while in the pigsheds. - Fixed ambient light not saving in some locations. - You no longer lose your inventory at the end of chapter 1. - Fixed black screen on end of chapter 1. - Fixed notes in the journal sometimes leaving a page if you've found too much. - Fixed beartrap duplicating exploit. - Fixed incorrectly loaded doors and barricades. - Fixed not being able to drop a dragged item by pressing LMB if accessed the journal or map. - Dying outside of the normal world no longer freezes the time. - Fixed some issues with the cursor. - Fixed issue when sometimes you could not craft stuff even though you had the required ingredients. - Item quality no longer changes when loading game. - Chicken heads and the violin no longer serve as repair kits. Update 06.08.2014: Released a hotfix for some of the issues with the new patch: - Hopefully final fix for black screen at the end of chapter 1. - Fixed player freeze when harvesting mushrooms and moving at the same time. - Fixed health / stamina upgrades resetting sometimes. - Wolf dialogue no longer loops infinitely. - Fixed endless flare burning upon loading game. Update 08.08.2014: Another hotfix: - New cursor animation when aiming a melee weapon + info about it in the prologue. - Night attacks no longer stop after day 5. - Fixed infestation causing serious lag, especially when burning. - Hopefully a fix for the filling generator freeze. - Roads no longer disappear.


[ 2014-08-05 17:22:41 CET ] [ Original post ]


Alpha 1.2

Howdy! IMPORTANT: This update will NOT delete your saves, but it's an exception to the rule, all the other ones WILL wipe them, so if you don't want that, you have to disable automatic updates in Steam. Playing on saves from 1.1 is possible, but you are strongly encouraged to start a new game to get the most out of this update. We've been busy, busy Wizards the last few days! Here's a bugfix update for you. No new content so we don't break the saves, but a ton of bugs squashed: Changes: - Banshees aren't very friendly anymore. - The Well now heals you. - Added info about the stuff you lose after dying. - Added info about reloading flashlight. - Starting hideout now rotates randomly on new world. Bugs: - Some optimizations for CPU. - Fixed false positive from some anti virus / anti malware apps on Darkwood.exe. - You can no longer exploit barricade components. If you did this before, you should be ashamed of yourself! - A "broken" flashlight can now be reloaded with batteries. - Fixed black screen on closing leveling menu. - Fixed black screen when traveling to a location outside of the normal world or dreaming / returning from dream. - Fixed invisible locations. - Musician's card can no longer be used as a repair kit. - Fixed player freeze when dragging. - Fixed player freeze after death. - Items in inventory no longer reset their amount and durability after ending dream. - Fixed not closing inventory when having a open container at new day. - It's no longer darker after some storms. - Player hideout now should be properly marked on the map. - Gamma settings text was misleading for some. - Can no longer disco with the generator. - Beartraps and broken glass sometimes did not save properly. - Fixed prices of some items. - Fixed some missing texts. - Some other stuff I forgot. We will probably do another bugfix update in a few days, and then switch to much less often updates with new content.


[ 2014-07-28 20:49:23 CET ] [ Original post ]



Darkwood
Acid Wizard Studio
  • Developer

  • Acid Wizard Studio
  • Publisher

  • 2017-08-17
  • Release

  • Action Indie RPG Adventure Singleplayer
  • Tags

  • Game News Posts 66  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
  • Controls

  • Very Positive

    (17623 reviews)


  • Review Score

  • http://www.darkwoodgame.com
  • Website

  • https://store.steampowered.com/app/274520 
  • Steam Store

  • The Game includes VR Support



    Darkwood Linux [1.85 G]

  • Public Linux depots

  • Darkwood - Soundtrack
    Darkwood - Artbook
  • Available DLCs

  • PLEASE READ BEFORE BUYING:
    Darkwood is in Early Access right now. This means that:
    - The game will have bugs (ranging from minor annoyances to not being able to run the game at all) and will change during development.
    - Your savegames will NOT be compatible between updates.
    - New versions will be released in 1-2 month intervals.
    - The difficulty will be unbalanced and unfair.
    It is strongly recommended you ONLY buy the game if you want to influence the development. Otherwise, please wait for the final release.

    PLEASE READ THE KNOWN ISSUES THREAD BEFORE BUYING

    Darkwood is a unforgiving survival horror with a procedurally generated, open world. By blending RPG, roguelike and adventure elements together with a challenging difficulty, Darkwood aims to please players craving for a deep and rewarding experience.

    The fear of unknown is powerful. Your senses will be deceived by Darkwood's surreal terrors. No answer will be given to you for free, yet somewhere in the woods lies the truth, an explanation to what has happened in this godforsaken place.

    • By day, explore the randomly generated woods, scavenge for materials and weapons, discover secrets, solve mysteries and talk, trade with or kill the various inhabitants of Darkwood.
    • By night, return to your hideout, barricade, set up traps and hide or defend yourself from the horrors that lurk in the dark.
    • Gain skills or perks by extracting essence from mutated fauna and flora and injecting it into your bloodstream.
    • Each action you take will have impact on Darkwood and its inhabitants. The choices you make will define the story which you will experience.
    • As days go by, the lines between reality and nightmarish fantasies will begin to blur. You will start to question the protagonist's sanity, but may also stumble upon your own hidden fears...

    MINIMAL SETUP
    • OS: 64-bit Ubuntu 12.04
    • Processor: Intel Core 2 Duo 2.8Ghz or equivalentMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: GeForce 8800GT / ATI Radeon HD 4850
    • Storage: 6 GB available spaceAdditional Notes: Minimum resolution: 1280x720
    RECOMMENDED SETUP
    • OS: 64-bit Ubuntu 12.04
    • Processor: Intel i3Memory: 6 GB RAM
    • Memory: 6 GB RAM
    • Graphics: GeForce GTX 660
    • Storage: 6 GB available space
    GAMEBILLET

    [ 5951 ]

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