Gold Changelog
Shrouded Depths » Devlog




Shrouded Depths Gold Master Changelog
Features, Quality of Life, & Bug Fixes
Gameplay
- Chase Sequence
- Wall in chase sequence room is no longer blank
- Player has a sprint animation during the chase sequence
- Player speed is increased during the chase sequence
- Notes
- Improved placement and visibility
- Grammar and wording pass
- Story
- Year changed to 1936
- Dates changed to no longer include the numbers 4 and 5
- Level/Environment
- Added various assets for environmental storytelling
- Added fog to improve performance
- Datamoshing effect has been placed at various anomalies
- There are more monster holes
- Updated health and ammo pack locations
- More navigation decals
- New windows and pipe assets
- More room clutter
- Smoother level shift transitions
- Added more complexity to the maze layout
- Tutorial now has videos and a new book to interact with
- New Datamoshing effect at various anomalies
- Lots of small adjustments to existing VFX
- Monster
- New Monster lunge attack that replaces the old attack
- New Monster appearing animation
User Interface & Menus
- Settings
- New Screen Scaling settings
- Audio settings play the correct SFX on-release
- Miscellaneous
- Custom Cursor
- Main Menu now has animations
- FMOD was added to the credits
- Updated demo context visuals
- Back Button is now clickable in menus
- Improvements to inventory icons
Audio
- Lots of small adjustments to existing SFX
- New music tracks
- Small updates with re-recorded voice lines
Bug Fixes
- Point lights in the second level no longer have unintended high brightness
- Certain voice lines in the intro and ending cinematic no longer get cut off
- Brightness setting is now active
- Correct music plays during credits
- Camera can no longer be moved when a note is open
- Player can skip the cutscene with a controller
- UI popups no longer clip through walls
- Tutorial no longer reappears when returning to the normal maze
- Cutting off the captain with the note no longer keeps the captions on the screen
Known Issues
- The main menu music plays during the intro and outro cutscenes
- There will occasionally be multiple music layers if you open the credits menu and then return to the main menu
- Clicking on “Gameplay” settings for the first time plays the UI interaction sound twice as loud
- Sensitivity can occasionally be set to zero and prevent the player from looking around until it's edited in Gameplay settings
- The player’s mouse will occasionally take input when in the pause menu and while reading notes, causing the player character to be looking in a different direction when they exit the pause menu/note
- There are minor seams in the floor at corners in the first area, allowing you to see the skybox. There are also some minor cases of texture clipping with the floor geometry
- Windows have minor visual bugs in the generator room
- The harpoon crate does not work in the first area
- After using the key on the generator, the dialogue line, objective update, and generator sound effects do not play
- If the player is out of ammo when they interact with an empty rack, the player will appear to gain an extra harpoon on the HUD and look as if they can fire, when they cannot
- The player can see a barrel spawn in behind them to prevent backtracking in one of the mazes if they look backwards while entering the trigger
- The monster jumpscare after the lights turn red does not trigger
- The monster screech sound at the start of the chase sequence is not synced with the monster’s animation
- Stefano Wills is credited as “Player” instead of as “Thomas”
- The credits do not show a “Press ESC to skip” prompt
- Apollo Ridgeway's credit as 2D Artist is in a different font
Pushed Features
Gameplay
- Separate fonts for different characters in the notes
- Tutorial decals
- Slither animation camera polish
- Harpoons sticking to walls
- Harpoon rack environmental storytelling
User Interface & Menus
- Resolution option hover state
- Auto-save icon
Project Cuts
Gameplay
- Swamp anomaly pockets
- Interactables that spawn a monster
- Gas Can
Audio
- New SFX for monster missing the player
- Persistent looping wind
- On-hit SFX for harpoons hitting the environment
- Monster presence music
User Interface & Menus
- Main Menu redesign
- Full screen and windowed settings
Art
- On-hit VFX for harpoons hitting the environment
- Monster wince animations
- Light switch
Files
ShroudedDepths.zip 994 MB
17 days ago
Get Shrouded Depths
Shrouded Depths
First-Person Atmospheric Horror Demo
Status | In development |
Authors | Andrea SD, apollo ridgeway, MarissaGEdwards, BreadReaver, Caden Sheahan, Titonfish, Ajika, MVietti, thatonedumbguy, teeth_bear, astapay, jhpeters, Nick Rice, Anachorism studios, fiendlyghost, angelkait, HaydenHuber, PhantomEuph, troberts2, gork_skrungle, Fairoh, Kyle Kotovsky, cjoyner, John_Tighe, JamesBondMeow, ayyyeisa, AlecatDev |
Genre | Survival |
Tags | Dark, First-Person, Liminal space, Monsters, Mystery, Narrative, Singleplayer, Story Rich, Survival Horror, Voice Acting |
Languages | English |
Accessibility | Subtitles |
More posts
- Blog 1 - Woah we’ve been making a game!43 days ago
- Beta Changelog71 days ago
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