As the city begins to spiral out of control, Desmond must act and navigate the mazes of his own distorted mind before he too suffers the same fate, uncovering a dark conspiracy in the process that led to the death of four of his patients.īackstory: Earnest and steadfast, he takes pride in his work, yet has let himself get consumed by it on more than one occasion. PhD (Age 39) is the resident psychologist of the small town of Milton Haven and our protagonist. This blog does contain some minor spoilers for the characters and bosses of In Sound Mind, so skip to the end if you are interested in picking it up and exploring the game for yourself. To prepare you for the launch, we wanted to introduce Desmond and his four patients, whose psyche will make up the bulk of this journey through the mind. We hear your feedback, and we took the time to further optimize the game.The psychological nature of In Sound Mind combined with the power of the PlayStation 5 has allowed us over here at We Create Stuff to build a horror game that will continually challenge your expectations. The biggest offender were the real time shadow calculations, which, before rendering, were taking a big toll on the CPU every frame.Īfter further inspection, we've identified that for most players, the game is experiencing CPU bottlenecks even on high end rigs with great CPUs. From this, we’ve refactored our real time shadows system over the course of the last few months. In addition, we've optimized certain boss AIs, inkblots, effects, and level logic to further bring down the CPU load.Īmong our tests, we used an Nvidia 1070 GTX / Intel I5 7600k / 16GB rig on high settings to test the new update (1.05) vs the previous update (1.04) and could see improvement from 10-30% in average FPS, depending on the area, hovering 60 FPS. Areas with a lot of light and details were showing an improvement, whereas other areas saw a smaller improvement (but generally were lighter to begin with). Keep in mind, while this is a positive enhancement and should affect all game systems and rigs, it might affect each system differently so it's hard to guarantee exact numbers. General- ? There are now 6 hidden portable game systems scattered around the game, playing each features a brand new 8-bit version of a song by The Living Tombstone from the OST. ? New Steam Community items and Steam Cards! ⏯️? Added a new in-game animated video by Mashed, featuring the theme song by The Living Tombstone and accessible after finishing the game #IN SOUND MIND ALL VINYLS PORTABLE# ? Added a failsafe system in case pills were collected and an achievement was not triggered correctly (previously could happen during old save migrations) Crows now have red eyes and will properly react to noise Enemy inkblot weakpoints now glow in red instead of green The enemy brute inkblot shields less often Fixed a few animation issues causing enemy inkblots to stutter Added new enemy inkblot music when fighting the brute type It's now easier to collect items under temporary barrel and boxes debris Decreased the speed granted when consuming a Lure Pill, but increased its effect duration and improved on screen effect The Radio Device features new lights indicating the device status When finishing a level, the final door now glows in the mirror from a distance Mirror debris on the floor, indicating there's a Mirror Shard puzzle nearby, will only glow once and stay for longer Refactored the enemy inkblots music system, addressing some edge cases causing their music to remain past combat.Īdditional optimizations to much of the puzzle and level logic across the game Performance improvements, including optimizations to the real time shadow rendering system Equipment UI now shows ammo count and renders the weapon red when it runs out of ammo It's no longer required to confirm with an extra click when switching weapons Weapon switching is now significantly faster, improving combat experience during the late stages of the game when scrolling through an arsenal of 8 weapons. Locked doors will now automatically open when unlocked with their corresponding key Increased player controls while in mid-air, giving players more agency when platforming and especially in the finale tape Fixed a highlight issue when replaying a tape, causing specifically sequenced collectible pills (the pill in C1 photobooth, rolling pill in C2 cliffs, dropped pill in on the electricity pole in C3 near power station) to highlight incorrectly.
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