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# 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.
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