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SNOWBLIND

A Fully Voiced Narrative Adventure in Antarctica. · By Occult Softworks, Firesong

Current Patch Notes Sticky Locked

A topic by Occult Softworks created Dec 15, 2021 Views: 175
This topic was locked by Occult Softworks Dec 20, 2021
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Developer (5 edits)

Version 3  Patch Notes:

Version 3 is a Crash and Soft lock Only Patch, and reduces the game size from 7.5gb to 3.8gb.

  • Fixed a Crash when Narrative Events occured during startup of the game on slower machines.
  • Fixed a Crash in the UI when you looked at the Credits.
  • Fixed a Crash in the main menu if tick occured before the player pawn had fully loaded into the world on slower machines.
  • Fixed a Softlock where you could outrun the Look at the Radio Tower trigger objective.
  • Fixed a Softlock where players could get stuck in the world geometry around the crash site.
  • Fixed a Softlock where players could get stuck in the world geometry at the beginning of the Glacier Valley.
  • Fixed a Softlock where Day 1 would not fully load into the world.
  • Fixed a Bug in Signs and Signposts not appearing.
  • Fixed some base interior level decor not loading due to being on the wrong World Submap.
  • Exposed the Narrative Debugging System for players to they can avoid too much walking if they need to restart the game.

Version 4 Patch Notes: (In Progress - See Nightly Build)

Version 4 is In Progress, these are the current features that have made it into the game as of this patch.

  • Added First Pass Save-Load. A Warning: We do not currently support Cross-Version Save/Load, and likely won't until final release. 
  • Added Pause and Inventory Display Menu
  • First Pass Partial Gamepad Support.
  • Added Vodka Consumable. Currently, Vodka reduces Cold. But it is planned to instead reduce the negative effects of cold in a future version.
  • Fixed the wrong Subtitle Widget being used by the engine.
  • Started the first pass rebuild of the Game World, including a massive overhaul of the world geometry, and landscape materials.
  • We're working on an Ingame Journal, which will be our Persistent Tutorial for the world and it's mechanics.