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Hey all, it's been a while since I updated this game, and I saw that a new platform for multiplayer has been updated, so to comply with modern standards, - Recompiled with modern frameworks. - Multiplayer lobby system restructured. - New GDPR validated online server. - Easier server region management. - Multiplayer room code cleanup. - Adjusted furniture weight and collissions. - Fixed a handful of typos. - Corrected lighting in some rooms. - Added sound effects to "mute" objects. Wishing you all a wonderful upcoming halloween.
Hello all. As per tradition, I am putting up a little booth at the Danish convention Genki in the beginning of August. It will be all about showing off our games, talking to gamers from all walks of life, and answering any questions you might have. We are also giving away free Steam codes, tshirts and other nifty stuff. If you pass on by, don't be afraid to come and say hi. We will be located in the main gameroom area in expo hall 3. Take care, and hope to see you there :) / Gecko the Dev
The Steam Summer Sales have hit once again, and the Professor is not afraid of a little competition. Therefor, Last Will is now 70% off for the entire Summer Sales period. We hope you will enjoy my little game of mansions and mystery.
A solid thanks to Unstoppable for helping point out some bugs in Last Will. This update should fix most, if not all things mentioned, plus upgrade the shader/rendering toolset to a more modern version.
A solid thanks to Unstoppable for helping point out some bugs in Last Will. This update should fix most, if not all things mentioned, plus upgrade the shader/rendering toolset to a more modern version.
Deck the halls and clean for bugs, this updates contains a stocking-full of fixes :
- Multiplayer server changes are now applied immediately.
- Mouse sensitivity rewritten, and is now evenly applied verticly and horizontally.
- Settings like audio and graphics settings are now backed up in the cloud.
- Settings menu can be accessed from within the game.
- Load/save UI reworked.
- Fixed Gallery broken shader bug.
- Fixed ceiling in the office.
- Fixed falling hole in the room with the apples.
- Adjusted hints, position and clue lighting.
A big thanks to anyone reporting bugs. It really helps.
And if I don't manage to make a build before, I wish you all happy holidays :)
Deck the halls and clean for bugs, this updates contains a stocking-full of fixes :
- Multiplayer server changes are now applied immediately.
- Mouse sensitivity rewritten, and is now evenly applied verticly and horizontally.
- Settings like audio and graphics settings are now backed up in the cloud.
- Settings menu can be accessed from within the game.
- Load/save UI reworked.
- Fixed Gallery broken shader bug.
- Fixed ceiling in the office.
- Fixed falling hole in the room with the apples.
- Adjusted hints, position and clue lighting.
A big thanks to anyone reporting bugs. It really helps.
And if I don't manage to make a build before, I wish you all happy holidays :)
This weekend, I made a derp mistake. I pushed a version untested out in production, that should only have been for a closed circuit. This is now fixed, and the game should be back to being playable again.
I'm sorry for the messup, and I hope people that experienced the buggy mess will give it a second try.
I will spend this evening eating christmas cookies and looking for any other bugs I can find and fix :)
Stay warm out there.
This weekend, I made a derp mistake. I pushed a version untested out in production, that should only have been for a closed circuit. This is now fixed, and the game should be back to being playable again.
I'm sorry for the messup, and I hope people that experienced the buggy mess will give it a second try.
I will spend this evening eating christmas cookies and looking for any other bugs I can find and fix :)
Stay warm out there.
Thanks to some steamed help from Tenzinite and tgn8r, we found some more bugs that are now fixed:
- The F5 key (for if you get stuck or fall off the map) now works again.
- Fixed a bug that would mess up the locker in the Workshop.
- Fixed a bug that would mess up the Kryptex in the office.
- Fixed shader that would generate black squares where things should be hidden.
Still working on whatever causes the black nothing bug, it has been haunting the game for a while now, and can't seem to get rid of it...
Thanks to some steamed help from Tenzinite and tgn8r, we found some more bugs that are now fixed:
- The F5 key (for if you get stuck or fall off the map) now works again.
- Fixed a bug that would mess up the locker in the Workshop.
- Fixed a bug that would mess up the Kryptex in the office.
- Fixed shader that would generate black squares where things should be hidden.
Still working on whatever causes the black nothing bug, it has been haunting the game for a while now, and can't seem to get rid of it...
Hello everybody. We had some time here in the cold and dark November to do some tweaks, mostly for the multiplayer parts of Last Will. The most important part is that we changed multiplayer server provider, so hopefully we should get much more stability now. We also did some quick fixes : - Waterlevel of the Archives where the bottle would not float is now fixed. - The guest wing had some mechanical changes. - A couple of riddle tweeks and dozens of typos fixed. - Multiplayer lobby now displays invite key and server region.
Hello everybody. We had some time here in the cold and dark November to do some tweaks, mostly for the multiplayer parts of Last Will. The most important part is that we changed multiplayer server provider, so hopefully we should get much more stability now. We also did some quick fixes : - Waterlevel of the Archives where the bottle would not float is now fixed. - The guest wing had some mechanical changes. - A couple of riddle tweeks and dozens of typos fixed. - Multiplayer lobby now displays invite key and server region.
A bit delayed, but had a little time on my hands during the halloween, and therefor, a new patch is ready for you all.
- Redid the entire main menu.
- Redid the pause game menu.
- Lots of multiplayer rewiring.
- Fixed some shaders on paintings, removing that glossy look from the bugged ones.
- Fixed some drawer physics in multiplayer.
- Got rid of some trees and plants that was causing havoc on certain graphics cards.
- Fixed some compiler issues surrounding analytics.
- Made reading texts a bit more readable.
- Fixed audio bug when reading notes and pieces of paper.
- Made clues more readable.
- Readjusted a lot of light sources.
- Fixed some broken colliders and item triggers.
A bit delayed, but had a little time on my hands during the halloween, and therefor, a new patch is ready for you all.
- Redid the entire main menu.
- Redid the pause game menu.
- Lots of multiplayer rewiring.
- Fixed some shaders on paintings, removing that glossy look from the bugged ones.
- Fixed some drawer physics in multiplayer.
- Got rid of some trees and plants that was causing havoc on certain graphics cards.
- Fixed some compiler issues surrounding analytics.
- Made reading texts a bit more readable.
- Fixed audio bug when reading notes and pieces of paper.
- Made clues more readable.
- Readjusted a lot of light sources.
- Fixed some broken colliders and item triggers.
Working on a halloween-themed update, but for now, here is a batch of minor fixes and tweaks. # Entrance hall room - Adjusted color scheme. - Fixed clock backside. - Fixed entrance door mesh issues. # Workshop room - Altered light setup. # Pantry room - Fixed broken forks. - Adjusted font on the bell wall. - ADjusted scale of the room interior. # Global - Changed lighting shaders. - Fixed default fullscreen setting. - Improved version matching across multiplayer games. # Winning or loosing - Adjusted font sizes on end game screen. - Added a "Next episode" button for episodes 1-3. - Ensured that win/loss is better in sync across multiplayer sessions. # Hints - Fixed bug that could make the cursor disappear when requesting a hint. - Hinted objects now return to their original shader once found. - The object hint system now adds a glow on the items, making small items easier to find. - Metallic hint objects are no longer pink on some graphic drivers.
Working on a halloween-themed update, but for now, here is a batch of minor fixes and tweaks. # Entrance hall room - Adjusted color scheme. - Fixed clock backside. - Fixed entrance door mesh issues. # Workshop room - Altered light setup. # Pantry room - Fixed broken forks. - Adjusted font on the bell wall. - ADjusted scale of the room interior. # Global - Changed lighting shaders. - Fixed default fullscreen setting. - Improved version matching across multiplayer games. # Winning or loosing - Adjusted font sizes on end game screen. - Added a "Next episode" button for episodes 1-3. - Ensured that win/loss is better in sync across multiplayer sessions. # Hints - Fixed bug that could make the cursor disappear when requesting a hint. - Hinted objects now return to their original shader once found. - The object hint system now adds a glow on the items, making small items easier to find. - Metallic hint objects are no longer pink on some graphic drivers.
Hello everyone. It has truly been a while since I did a patch update, so to ensure everyone that this project is not over, here is one covering the last 3-4 patches. I have also been doing some price comparisons, and decided to lower the price of the game, to better reflect its overall quality. it is my first entry after all, and it feel only fair that it has more of an "indie" price point. - Recompiled everything with the latest Unity version. (should clear the annoying controller bug) - Resized fonts. - Resized text field so log pictures do not interfere with text. - Fixed chess room bug with missing floor tile. - Optimized build, it is now half its previous size. - Fixed some echo/reverb zones. - Upgraded dedicated host for multiplayer. - Various small tweaks and fixes.
Hello everyone. It has truly been a while since I did a patch update, so to ensure everyone that this project is not over, here is one covering the last 3-4 patches. I have also been doing some price comparisons, and decided to lower the price of the game, to better reflect its overall quality. it is my first entry after all, and it feel only fair that it has more of an "indie" price point. - Recompiled everything with the latest Unity version. (should clear the annoying controller bug) - Resized fonts. - Resized text field so log pictures do not interfere with text. - Fixed chess room bug with missing floor tile. - Optimized build, it is now half its previous size. - Fixed some echo/reverb zones. - Upgraded dedicated host for multiplayer. - Various small tweaks and fixes.
A new patch is out with a lot of minor fixes, and the following tweaks:
A quick fix to patch up some Episode 3 regions that were a bit broken. - Workshop cog placement can now be done in any order, without breaking anything. - More hints added throughout. - Bunch of typos from the puzzle pool fixed. - Some furniture and props rescaled. - More props added to the random trinket pool. - Lighting changes.
A quick patch with mostly bug-related issues fixed. Hoping to roll out the new transfer chamber this weekend, with added puzzles and alternate endings.
Still crunching on puzzles for the final chamber, there are ment to be two, one to power up the transfer machine, and one to activate the elevator (and escape).
Not done yet, but in the meantime, we have a small patch for you right here.
Hi all So, new years is already here, and I am sad to say that even though we had a lot of work done, the fourth episode is simply not ready yet. We do hope to have it done in the first week in the new year though. I will put up a testing version wendesday for those in the beta-bunch, and we will try it out and polish it through untill Saturday, where it should be ready to go live. We are also shooting a updated trailer for the game, since a sh*tton of things have happened since the first trailer, and the trailer should do a better job at reflecting the game. So, I will just finish off by wishing you all a happy new year, and thank you for your patience :)
Greetings all, and merry holidays to everyone out there. Episode 4 is growing closer to launch, and it seems like getting it done before years end is very much doable
Until then, I have made a patch with a handful of tuneups and fixes, both old stuff and new.
Hi everybody.
It has been too long since our last patch, and I apologized for that. These last months have been a kick in the groin for me, but it seems like things are finally getting back on track, and the same goes with this game.
We still have one episode in the works, and a handful of rooms in the other episodes that haven't gone live yet. I need to be cautious not to make too optimistic estimates, all I can say with certainty is that they will be complete before this years end.
The patch today contains mostly rewrites and optimizations, while we are working our way closer to our final goal, full VR support for both Oculus and Vive users.
This was my plan since the beginning of this game, but getting the equipment was easier said than done, but now we have the tools needed to fully develop and test for VR.
As for the rest of the backlog, I've taken December off from work, enabling me to both relax but also get the hacksaw out and finish up some more sweet puzzles, mysteries and riddles for Last Will.
Please enjoy this patch, and we hope to return to a steady stream of patch updates within a respectable time-frame.
Curses and swearwords... One thing I certainly learned in this project is that my estimation skills are rubbish, and certainly something I need to work on before I start any new project up. We sadly have to add some extra time to the clock for Episode 4. The rooms are going okay, but we want to make the story part of the game more solid, and therefor have to rework some things, reshoot some voices and so on. With extra time, we should have it ready at the 20th of October, and since the coming week is a national holyday week here in denmark, I will be able to pour all my time into it :) As a pleaser on the delays, we will be putting on some sales for the Steam Halloween Sales (dates are confidential, but it's gonna be good), where you can grab a copy of the game for a slasher of a price. We will post some updates once we get closer to the finish, since the new story hook will cause some changes in all previous episodes. I am really looking forward to showing you all the final chapter, and I fully appreciate your patience. ːoctodadː
Greetings all, Gecko the Dev here. I understand everyone is hungry for new rooms and puzzles, but I had a couple of core client things that needed to be fixed. It doesn't matter how many rooms there may be, if a player is unable to access any of them due to weird crashes :)
After adventuring through the ground floor and the basement, it is now time to tackle the second floor of the mansion.
I have rolled out the first five rooms, with the remaining ones still needs a bit of bolts turned and tweaked, but this will happend over the weekend.
We will see how people average and which hurdles are too easy/hard, and tweak the rooms accordingly.
# New room : Pantry
Sharpen your mathematical skills and toss around with apples.
# New room : Master bedroom
- A new puzzlebase using playing cards. Will enhance the room in a later update, to add more variety.
# New room : Conservatory
- Keep the tempo and play a fine tune, while never skipping a beat.
# New room : Greenhouse
- Explore the many plants and brush off your fine latin skills.
# New room : Isolated study
- A new take on the classic riddle room.
# Settings tweak
- Field of View can now be set in graphical settings.
# Room generator
- Optimized room generation flow.
- Added a bit more randomization into the shuffle.
# Misc
- Fixed some typos and casing on Interactor highlights.
- Tweaked the flow of the soundtracks on all three episodes.
- Rephrased some riddles and added a few to the riddle bank.
Hi there, Gecko the dev here.
As you propably have noticed, we completely missed our launchmark this sunday. I was supposed to have the third episode ready, and it is not.
We have a saying that problems never travel alone, and we have been hit with a barrage of problems this weekend, from technical issues to health, money issues to simply bad planning on my part.
BUT, we have rescheduled the episodes, and have restructured our plans, and can now say the following :
Episode 1 : Released.
Episode 2 : Out, but will face future tweaks and a couple of more rooms.
Episode 3 : Will unlock Friday the 30th of September with 7 playable rooms as a minimum.
Episode 4 : Will unlock Fiday the 14th of October with 7 playable rooms as a minimum.
Ofcourse, we will also work on the client itself, since there is still some pesky bugs that persists.
While the waiting is going on, below are some screenshots of the upcoming episode, to show that we are not just sitting on our hands.
Again, I am terribly sorry for the delay, and rest assured I have learned a lot about game planning from this for future projects. Thanks for sticking with us ːoctodadː
Time and luck has sadly not been on our side, so I have decided to push the launch of Episode 3 : The Man the World Forgot to this sunday instead of today. During development of Episode 2 we met and fixed a lot of bugs, but still have quite a few on our plate, so that is what is dragging us down. On the upside, we have developed lots of tools to speed up the development process, and also some tools that would benefit greatly once our game enables Steam Workshop (with user created content). We will put up a few of the ready'est rooms for Episode 3 on the playtesting branch, just remember that things will still be tweaked and twisted untill Episode 3 is actually out. I hope you guys and gals will bare with us during this delay, but I can say that people have really been supportive so far, and we are getting closer and closer to our final release of a finished product, which really makes me happy. ːoctodadː There will be a patch later today consisting mostly of bug and network fixes, and with the episode launch date altered.
While we have been keeping the pace with a patch a day, I have completely forgotten to do decent patch notes. So here is the patch of today, with some added stuff from previous days thrown into it. Development for episode 3 is well underway, as well as the late rooms from episode 2. They are undergoing some game balancing, and unlocked when we feel they have an acceptable balance of intuitive and difficulty. We hope to get the last episode 2 rooms out this weekend, and also to do some polishing on the client as a whole, and to shine up some episode 1 mechanics.
It is time to crawl down to the basement, and discover the hidden secrets of the underground areas of the Mansion.
The second episode of Last Will is now opened, with its first seven rooms:
- Cellar Entrance (phase shift from episode 1)
- Darkroom
- The Chapel
- The Archives
- The Old Tower
- The Storage Cellars
- Stairway (transition to episode 3)
We are doing a very soft launch with these 5 active rooms, and if all goes well, we will unlock the following additional rooms over the weekend:
- The Wine Cellars
- The Boiler Room
- The Bunker Room
(plus two unnamed rooms still being sketched)
And just like with episode 2, we will expand and mold these rooms as we see players transverse them.
Also, a "Madness and Chaos" mode is coming as well, where you play a defined number of rooms, mixed and match completely randomly from all unlocked chapters, throwing architecture and common sense out the window.
We hope you will find your way through the mansion, and give these new rooms a try. As always, this episode is free, and so will all future episodes be.
# Corridor system
- As part of the massive rewrite of the mansion generation script, corridors and staircases can now appear as room transitions between the puzzle rooms.
- This serves as a good "airlock" between rooms, making sure that the engine doesn't overlap elements, and giving room designers (especially once the Workshop is open) the possibility to be more creative with their designs.
- We realize that this will make the mansion architecture even more "chaotic" but this is actually not a super bad thing to be honest.
- More corridor variations will come. Corridors will never contain riddles or puzzles, and are just ment as a segway between levels.
# Riddles
- Shaped up a couple of riddles.
# Clocks
- Removed the hands of some clocks during "free mode".
- Forced clocks to have no animation nor ticking sound during Free mode, enhancing the notion that time stands still.
- Added hint about missing hands on clocks in the hint randomizer.
# Game room
- Cleaned out some graphical errors.
# Controls
- Fixed bug where shift keys could not be set as a control key.
- Storing keys in a seperate save file. This should leave keymapping out of the corrupt save file bug.
# Multiplayer
- Implemented network cap on furniture and props being moved around.
# Dining room
- New rum bottle + rum location variations.
- Better etheral shader when placing items.
# Respawning
- Added system to improve the safeguard if the character is suddently not inside a room, to better detect and relocate the player.
# Guest wing
- Polished some letter shapes.
- New red indicator material.
- Puzzle adjustments.
- Changed light sources.
# Doorways
- Ensured that both doors creek open at the same time.
- Fixed door depth.
Greetings all good players out there.
Im sitting here with the pouring rain and streetlamps as a backdrop, throwing everything I have at fixing bugs in the game client. This weekend was supposed to be all about playtesting, but the schedule got hijacked by bug upon bug, that we admittedly should have caught sooner.
And tomorrow we were supposed to unveil episode 2, which is almost done, but woefully untested and balanced for difficulty.
I know people have been waiting eagerly for episode 2, but since the game client really needs some work, I have decided to push the episode launch plan four days ahead, giving us more time to playtest and getting stability to both the geometry glitches, the corruption on savefiles, the controlscheme and the multiplayer weirdness of the client.
It stings, but adding some time on the clock also have these benefits :
- The obvious extra polishing of the client, and thereby a better experience overall.
- Better experience for people joining the projekt now, since we can serve up a better small thing, than two unstable medium sized things.
- With the new release schedule, steam has promised to give each episode a small promotional umph, bringing players in once each episode is done.
- We will be able to spend the money we earned on presales on more voice recording and awesome artwork from our two resident artists.
- You will have the fine weekend to sink your teeth into the second episode.
- Any "spare time" will be spend improving on both Episode 1 and 2.
Now I know stalling in a game development project always makes thing sound shaky, and if anyone wants to just bail and claim a refund, I have no bad vibes coming their way.
But I do hope people will stick around, curious on learning more about the life of the professor, about the treasure that the mansion will hold, and wether they will crush the coming challenges with ease, or spend hours pondering over gears, rope, light beams, playing cards, typewriters, scrolls and fine wine (just to mention a few of the upcoming puzzle components)
So, the updated release schedule will look like this:
Been some rough days, and unfortunately the live build have not been very stable. We have set up some precautions going forward, to reduce the chance of this happending again.
I really appreciate people sticking by, even when bugs like these can be fustrating to the game experience.
I'm returning to my office tomorrow, so we can dig down and focus on episode 2, but that doesn't meen that this weekend has been passed idling.
# Item placement slots
- Fixed bug that could cause item placement areas to glitch during multiplayer, effectively replacing items with other items.
# Guest wing
- Fixed some faulty mosaic headlines.
- Rewrote the way the mosaics are generated, for more interesting combinations.
- Fixed blocky floor textures.
# Chess room
- Validation button now registers correctly over multiplayer.
# Game room
- Fixed some issues surrounding the dial pads, that made them seem inresponsive.
- Fixed some colliders that made you able to walk through furniture.
- Made sure that people with colorblindness or those that don't see color very well still can solve the puzzles.
- Removed purple and Orange ball, to reduce confusion.
# Doors
- Fixed gaping whole that could occur underneath doors.
# Game over / Restart
- Fixed disappearing cursor bug.
# Dining hall
- Fixed walkthrough wine rack.
- Added more variations to the puzzle algorithm.
# Spawn points
- Fixed spawn point glitchery.
- Resolved some issues about respawning during load.
# Multiplayer
- Fixed some inventory bugs.
- Lightened up the shadow shader.
- Grabbing items is now proclaimed to the rest of the group.
- Chat now announces when rooms are solved.
# Library
- Fixed some issues regarding light switches.
- Ingraved reset handle to hint more to what it could do.
- Added a bunch of new book names.
# Misc
- A whole lot of code cleanup and much cleaner processing during mansion generation.
# Randomization - Tweaked the occurance chance of each room. # Lighting - Tweaked shadows in multiplayer a bit, for smoother performance. - Improved lighting caching on higher quality settings. - Tuned up the lantern light radius and strength a bit. # Hint system - Tweaked the triggers of the hint system. - Hints can now be discarded by just clicking the mouse. - Some hints will now no longer trigger, until you aquired the item they are talking about. # Dining hall - Smoothed out the stairs to the kitchen and the wine room, hopefully preventing some glitches and make walking sound less jittery. # Cellar stairway - Tooltip now tells that the exit door is there. - Some glitches surrounding the exit door cleared up. # Chess room - Tweaked the mechanics regarding pushing chesspieces around. - Fixed creepy bug where another chesspiece would fly through the room to greet you. # Multiplayer - Fixed some weird issues that could occur when playing multiplayer games alone. The engine now treats all solo multiplayer games as singleplayer, until someone else joins the game. # Client - Linux and SteamOS build brought up to date. - Cleaned out some gunk code, slightly decreasing the cpu use during loading. - Strengthened some safety parameters surrounding saave files. # Episode 2 - We are hard at work on episode 2, and have just added a new room and some new tracks to the second episode, making sure that each episode has its own look and feel.
Phew, it's been quite the launch, but there were still some kinks. We are still on track on getting Episode 2 out the 5th. and will push out patches daily.
I am super excited to announce that Last Will is now available on Steam :)
We still have a long way to go, with 3 episodes and a lot of patches coming up. But we are relieved to see that the game can now be downloaded.
We are bracing ourselves to go live on the Steam Store in about half an hour. And as one could expect, we have fixes and additions put in today as well.
I can not describe how excited I am to finally show you all this project. And we will head on to finish up the Episode 2 to have it ready for the 5th.
Some additional rooms for Episode 1 is also in the backlog, so look forward to future patches.
# Main menu
- Added load game directly from the level select.
- Time limit not shown when in casual mode.
- No load/save warning on escape room mode.
# Kitchens
- Fixed some cabinet interactions.
# Library
- Added an additional clue system to help hone in on the magic word.
# Load / save
- Reassured some steam cloud save issues.
- New save icons. Old polaroids instead of snow globes.
# Victory / Defeat
- Better display of player progression.
# Settings
- Resolutions and windowed mode selectors.
- Improved settings view visuals.
- Added anti-alias slider.
- Improved UI on lowest quality mode.
- Fixed text anti-aliasing bug.
- Added a clean reset button.
The last 24 hours have set in, and we are slowly getting ready to release this baby to the world.
Servers tightened, steam giving thumbs up, just ironing out some bugs and installing last minute features.
# Guest wing
- Fixed walk-through doors.
- Fixed floating item bugs.
- Added some exploratory texts.
# Settings
- The notebook hotkey can now be configured.
# Chess room
- Fixed some dragging issues.
- Fixed up some materials.
# Riddle bank
- Added 6 riddles to the bank.
- Rewrote the clues of some existing riddles.
- Cleared out a bunch of typos.
- Improved system to ensure fresh riddles after playthroughs.
# Library
- Added some better book titles to the mix.
- Added some rare easter egg book titles.
- Upgraded globe mesh and texture.
# Dining hall
- Upgraded the prop system, and added some freedom to item location.
- Added some new props and variations.
- Fixed floating item bug (this time rewrote the code, so the bug should be all gone now)
# Entrance hall
- Added a bit more freedom to the location of clue papers.
- Fixed cornercase bug that could lead to jittery spinners.
- More varieties in statue selection.
- The music box (from version 0.68b) is back.
- Fixed a randomization chance that could lead to crashes or hard graphics tearing.
- Lamp next to the exit is not lit up once all riddles are solved.
- Added some riddles into the mix.
# Multiplayer
- When players join a game late (or reconnects after being thrown off) they are now correctly pushed forward to the current room, instead of starting over.
- Tightened up some multiplayer physics mechanics.
- Added "Lowest ping" as a server option.
- Victory is now unified throughout all playsessions.
- Fixed bug where two people picking up the same item would lead to dupe.
# Misc
- Cleaned up some graphical errors that could occur during the transitions between rooms.
- Fixed some issues considering doors moving and "crushing" players.
# Achievements
- Two new achievements "Full House" and "Did someone say Scooby snacks?" for multiplayer effort.
Dire news :I It looks like we hit the maelstrom of some other-worldly mess at the same time as we planned launching. I took a decision to push the launch date a little bit, to ensure we have everything under control when people start playing it. Some servers seem to be under attack. I don't believe anyone is targeting our game specifically, but regardless it would result in us pushing out an experience that would be very shattered. On the good side, it means we can pack out a couple of more patches, since we discovered some issues that we felt like we didn't have time to answer. I hope people will brace themselves a couple of days more. Sorry for the panic, but this being my first release, I really don't feel like taking too many chances.
# Status update
We are getting really close to our public launch date. As soon as all things go as they should, we will launch for early access the 23rd or August at 23 o'clock Danish time (CET +0200).
Development will keep on going throughout both August and September, and new episodes will be unlocked every second week.
# Controls
- Cleaned up some default engine controls no longer in use.
# Unity splash screen
- Sadly, I had to update Unity, and now the Unity splash screen is even uglier. I will buy a Unity Pro licence ASAP to get rid of this.
# Guest wing
- Fixed a lot of bugs in this room. It should be ready to be enabled soon.
- Fixed floating statue bug.
# Lighting
- Reduced lantern strength.
- Fixed some lamp fixtures that sometimes was sunk into the wall.
# Tutorial
- Added a series of small tutorial whispers to the game.
# Passageway
- Cleared out some bugs that could result in an impassable room.
# Chess room
- Added a security check to ensure the door behind you is being closed.
# Client
- game window is now resizable.
# Riddles
- Added a couple of rare riddles to the mix.
# Multiplayer
- Added some encode ensuring that movable objects update on loop.
# Typos
- Took some time out to clean up a whole lot of typos.
Loading, saving and multiplayer syncing was on the main menu today. But we also found the time for some hint systems and other neat bits.
# Load/Save
- Fixed some load/save issues. If the black screen bug persists, just try and load the same save again, it usually does the trick. (Will get this fixed)
# Randomization
- Fixed bug that would cause the randomizer to get stuck, always generating the same mansion over and over again.
# Entrance hall
- Fixed stuck position of certain clue elements.
- Weird balcony collider glitch fixed.
# The Office
- Fixed some typos
# Study parlor
- Fixed some more typos
# Room manager
- Fixed bug where a -1th room would appear, messing with the room dynamics.
# Multiplayer
- Removed some dummy text from the login flow.
- Player shadow texture fixed.
- Player mesh fixed, so teeth and eyes dont stick out weirdly.
# Loading screens
- Placed a series of game tips.
# Clue system
- A simple cluesystem has been created for those that are truely stuck. Clues will affect the scores at the end of the game, but will not add time to the clock.
# Weird bugs
- Fixed weird white paper bug, that would open up an empty page on random occasions.
AKA the big multiplayer patch
# Multiplayer
Long story short, a LOT of bugs have been fixed in multiplayer, and its been going from a rather chaotic multiplayer experience to a rather well-working one over the course of today. We got some core bugs out of the way that really resolved a lot of things down the line. Propably not everything, but a solid chunk.
- Simple ingame text chat. (will be styled later on)
- Player names now displayed below the player name.
- Fixed some huge randomization bugs, causing player mansions to have sharded differences.
- Added improved debug tool for much better bugfinding during multiplayer sessions (toggled on F1)
- Secured certain connectivity-issues.
- Ensured empty seats would be cleared out correctly.
- Added frame and explanation to invite key inputs.
- Leaving a room is now the exit door.
- Disabled the invite steam friend until it works as intended.
- Audiotapes, grammophones and radios now play/pause in multiplayer as well.
# Game menu
- Fixed glitchy textures in level select.
- Players can jump directly to level select
- Prologue shown to all new players.
# Parlor room
- Fixed glitching floor bug.
# Episode cleared screen
- New victory soundtrack.
# Episode 2 - Basement level
- New soundtracks, to better set the scene apart from Episode 1.
- Randomizer learned not to place windows in subterranian areas (since the entirety of Episode 2 is in a basement, no windows should appear).
# Library
- Fixed bug where the room would get randomly solved by just pressing any book.
- Adjusted typewriter sounds.
7 Greedy Sibligs patch
# Episode 2
- Episode 2 is well underway, and looks like it will be ready for launch. A release schedule has been setup for episode 3 and 4.
# Linux & Mac
- Linux build brought up to date.
- Mac build brought up to date.
# Beta test
- Activated 200 new beta seats.
# Butterfly room
- Ensured multiplayer capability of the butterfly room.
- Added sound effects to better aid the player.
# Dining room
- Fixed multiplayer issues surrounding placements of table objects.
- Fixed some position-clues that were a bit misleading.
- Adjusted some doorshutter triggers.
# Passageway
- Fixed valve and pipes for multiplayer.
# Main menu
- Added some additional interface sounds.
- Fixed some credits frames.
# Library
- Library elements fixed for multiplayer.
# Multiplayer
- Improved initiation call for multiplayer inventory items.
- Fixed client so it only connects to the multiplayer server if you actually visit the multiplayer section.
# Achievements
- Fixed a bunch of stats tracking achievements.
# Load / Save
- Gotten a long way in Load/Save. Not quite there yet, but next patch should have it.
# Notebook
- The game now has a notebook, helping players remember what they have collected of clues and information. It is currently a prototype, and you can toggle it by hitting space.
# Dining room
- Some riddles clarified and rephrased.
- Texture fixes on cardboard boxes and dishes.
- Added some randomizations on some prop placements.
# Entrance hall
- Adjusted some clue outlets.
- Fixed bug where Wind puzzle would not unlock.
# Achievements
- Fixed some stats to better trigger and unlock achievements.
# Memory bug
- I am somewhat certain that the memory bug is a thing of the past. Good riddance.
# Analytics
- Added new analytics tool to better learn what the players are doing.
# Misc
- Adjusted the settings popup graphics.
- More typos fixed.
10 days till launch , and we have not been lying still:
Greetings all future mansion-adventurers.
So, its been some rough days, but development has been going full stop. The dev is working full time on making the game presentable and weeding out bugs and crashes.
But sadly, the launch guess we gave earlier about the 13th was a bit optimistic, and we really don't want to shoot this project out there half-baked.
So we put an extra 10 days on the calendar, still keeping the planned release on August 2016.
This gives everyone a bit more breathing room, since every day the game improves, and we get to try out a couple of things that the game might really need.
I appreciate everyone following us on this journey, and I hope you will like the game once it's out.
Now back to the coding cauldron with me.
We invite youtubers, webmasters, reviewers and fans to join our affiliate campaign for Last Will. You can help us promote our game, and will be rewarded for any sales generated, both on steam and on our website. Read more, and join us at https://lastwill.playpylon.com/
The Office * Missing clock added. * Some sound effects added. * Bumpy shaders fixed. Controls * Movement keys are now more responsive. * Resolution-based mouse look issue resolved. * Move, run and crouch speeds adjusted. * You can no longer run while crouched. * Sidestep vs running issues resolved. * Moved camera slightly up. * Fixed initial camera position at game start. Dining hall * No need to inspect inventory objects while repositioning. * Fixed some lighting settings. Lighting * Fixed lighting settings on lower quality machines. Misc * Fixed paper margins. * Updated clock animations.
(Both Mac and Windows versions coming out today. Linux version out tonight.) The Office * New location : The office. * New key and lock system. Riddle system * Riddle system reworked, to better handle Steam Workshop entries and future expansions. For testing purposes, the riddles are now locked to specific outcomes. * Riddles now have a better chance of bringing correct clues to the scene. Hinges and drawers * Cupboard doors can no longer collide with the player, or leave him stuck. * Creaking open doors no longer gets stuck when done opening. Books and papers * Added some good public domain books to the rotation. * Paper notes are now presented with a plain piece of paper, and a more readable font. * Background camera blurs when investigating papers. Lighting * Lighting and how lamps work changed across the board. * Lit lamp textures improved. Dragging furniture * Reworked dragging furniture around. * Cursor now follows draggable items. * More hinges and drawers now have dragging/creaking sounds. UI * Rooms are now introduced once entered. * All fonts replaced with more readable ones. Props * Picking up new items enables the player to examine them closely. * Certain observation items can now be picked up and examined. * Handful of new props added to the game. * Background camera blurs when investigating props. Misc * Player character no longer climbs newspapers like it was a small mountain. * Cleaned up some useless runtime code for smoother framerate. * Lots and lots of typos fixed. * Books are now better at abiding the laws of physics. * Weird library glitch with missing wall fixed. * Some walls without colliders have been told to collide again. * Immovable chair is now movable like its siblings. * Cleaned up some broken textures.
Hi all, Gecko the Dev here. It's been a rough month. Health, financial and hardware issues have hit me hard recently, and as a result, I have had to push the release date till August instead of July. However, we are still building as hard as we can, and are running a series of alpha playtests, each of them bringing us heaps of good feedback for us to implement. We are sorry for the delay, but our original schedule simply didn't have enough room for Pandoras Box to open up on us like this. But we hope to see you all in August, and looking forward to you all experiencing Last Will.
Some of the random generator messes have been cleared, but not all. Till its all resolved, here is a small patch of handy player-flow elements. Entrance hall * Naughty chairs now obay gravity. * Cubbord door hinges now obay the laws of physics. * Big couch chair is now easier to shove around. * Couple of new riddles. * Its no longer possible to climb up on windowcills. * Bunch of typos fixed. (propably not all of them, but a bunch) * New clue props. * Nicer plate for the beta liquorice. General * Certain items can now be inspected closely. * Hintspawn processor put on same random-scheme as the riddle generators. Doors * Newly unlocked doors now creek open. Thanks for Tester TSKaiser for the suggestion. * Doors now tell you if they were the way you came from. * Doors now abide their hinges. Multiplayer * Players can join a game already started. * Game key displayed in debug menu. * Players joining late dont spawn in eternity fall to death. Misc * Fixed loading screen background. * Butterfly shader tweaked for doubleside. * Lamp mechanics adjusted and brightness tweaked. * Camera control tweaks. * New alternate inspection mode being tried out. * Dust is now more dusty. * Rouge planes of hovering floorboards cleaned out. * Random whooshing sound area cleaned up. * Character puts away flashlight when its powered off. * Surrender now labeled * An actual quit button!
Randomization seems to have taken some weird nosedive, and needs a bit of repair. But at the meantime, we got some really nice bugs and tweaks out of last playday, and before I go to sleep I'd just like to shoot a batch of minor-esque fixes out there. The Dining Hall * Hidden horseman note less hidden. * Floating knives and bottles have been told to calm down. * Object placement highlights now makes sense. * Object placement restrictions now apply for reals. * Four broken lamps fixed. * Flickering woodbeans fixed. * Teaset rescaled to match world scale. * Flickering staircase nudged to fix. * Wine rack no longer ultimate hide-and-seek location. * Colliders on books and papers now respect scale size. * Kitchen now has its own clock. * New hint that the professor is the 7th "noncharacter" sitting at the end. * More guests have been invited to the professors dinner. * Clues are more descriptive, and some typos fixed. Walking * Walking and sprinting slightly adjusted (will tweak more later) Flashlight * Flashlight recharge time greatly improved. * Flashlight has its own key for toggle: Tab. * Flashlight now toggles instead of jerks around when pressing up when already active. Gallery * Temporarily disabled untill collider mayhem resolved. Guest wing * Some cabinet doors learned to swing. * Glyph mystery bug hopefully dealth with. * Weird urns now understand laws of gravity. Library * Library and library hint system now follows same set of rules... Study Parlor * Butterfly riddle made much more capable. * Fireplaces no longer optimal hiding ground. * New lamp. Debug terminal * Now no longer hints to commands that has been removed. * Now reads "# GENERATOR DEBUG TERMINAL #" on top, for less confusion.
We are now moving into the last month till Last Will launches, and hoo-wee its full steam ahead. We recently opened up for multiplayer in our beta, and are thrilled to see everything working smoothly. We got lights, navigation, randomization and stats running. So the next 30 days is purely focused on creating solid puzzles and content. It's been a crazy ride, but in one month, we really hope you will take a trip with us inside the ever-changing mansion.
We invite youtubers, webmasters, reviewers and fans to join our affiliate campaign for Last Will. You can help us promote our game, and will be rewarded for any sales generated, both on steam and on our website. Read more, and join us at https://lastwill.playpylon.com/
We are pleased to announce that we have gone from partial to full controller support. This means that the game client natively supports both XBox controllers and the Steam Controllers. We still haven't recieved the HTC Vive controllers yet, but we hope to be able to implement those as well, to cover all our bases.
Today is Nils Munch, the main devs birthday. And per tradition, random pieces of confections are spawing inside the mansion. http://i.imgur.com/9aNSuNA.jpg We are leaving this in as an easter egg, so every year on this date, cakes will spawn inside the mansion. (the cakes have no game mechanical effect, and are just there for show)
Our game is now publicly visible on Steam, meaning that people can see this game is coming. The release date is still set for June the 13th 2016, and its looking like everything is on track. We are super exited to show you our progress, and we will try our best to push out announcements on new rooms, puzzles and such, without doing any spoilers.
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