Patchnotes von Dr. Brinkmann
🛠️ Patch Notes – Version 0.3 (Build 0.3.3)
Die Beiträge erscheinen auf Steam im englischen Original.
Hey everyone,
Update 0.3 is the biggest technical update in the history of Occultus Vitae. Under the hood almost everything has been touched: AI, sound, interaction, guidance, cinematics, settings and localization. And yes, there is a new chapter waiting for you. We won't tell you anything about it. Go and find out yourself.
– Place2Start Studio 💀
Update 0.3 is the biggest technical update in the history of Occultus Vitae. Under the hood almost everything has been touched: AI, sound, interaction, guidance, cinematics, settings and localization. And yes, there is a new chapter waiting for you. We won't tell you anything about it. Go and find out yourself.
🧠 Adaptive Enemy AI – It Learns How YOU Play
This is the heart of the update and honestly the thing we are proudest of. We built a completely new enemy system from scratch, and it doesn't just follow a script. It watches you, it remembers, and it adapts to your playstyle.- Real perception: enemies see through a view cone with true line of sight, so walls, doors and corners actually protect you. Detection builds up gradually instead of being instant, so a quick glimpse is not a death sentence, but staying in sight is.
- Light matters: your flashlight is your best friend and your biggest risk. A lit flashlight makes you visible from much further away.
- Sound matters: sprinting and hard landings make noise. Moving slowly keeps you quiet. Enemies investigate what they hear.
- Smart behaviour: patrolling, investigating noises, chasing, searching your last known position and giving up when they lose you. They pause, listen, sniff and move on.
- It learns your habits: the system tracks how you play and gets better at countering it:
- Hide a lot? It will start checking hiding spots on its own.
- Love your flashlight? It will spot your light earlier and from further away.
- Always sprinting? It will hear you from further away.
- It remembers places where it has seen you and comes back to check them.
- Your behaviour is saved with your game. Load a save, and it still remembers what you taught it.
- Doors are no longer a safe zone. Enemies can open doors, and when they are angry enough, they break them down.
- Fair combat: attacks can be dodged. A hit only counts if it actually connects.
- New hiding system: hide in lockers and watch the world through the slits. But if something sees you climb in...
- Improved pathfinding, smarter navigation through doorways and automatic recovery if an enemy ever gets stuck.
🖐️ Reworked Interaction System
- Interacting is now much more reliable: a precise aim check with a slightly wider fallback makes small items like keys and batteries far easier to pick up, while walls still block.
- Interaction prompts no longer stay visible on objects you have already turned away from.
- Interaction reach has been tuned to feel more natural.
- Keys now catch your flashlight beam with a short metallic glint when you look at them, so small items are easier to spot in the dark.
- New interaction type: electronic keypads with their own on-screen number pad, operated with the mouse, including a display, status light and audio feedback.
🧭 Guidance & Objectives
- Objectives now separate active and completed goals in their own columns in the inventory (TAB key). Long objective lists scroll instead of pushing the screen out of view.
- New thought system: if you're stuck on an objective for a long time, your character's own thoughts will give you a subtle nudge. First vague, later more concrete. Quick players will never see them.
- Clue notes in the journal grow with every new discovery, including hand-drawn sketches.
- Additional save points in the new chapter.
- Long titles in the journal now wrap properly instead of running off the page.
🎬 Cinematics & Atmosphere
- New cinematic camera sequences with multiple camera shots, smooth transitions and fades.
- New original music. Selected tracks now continue seamlessly across a level change instead of cutting off.
- Phone conversations play with fitting background ambience instead of silence.
- More varied lighting: flickering, dimmed and failing lights make every corner feel a little less predictable.
🎧 Sound Engine Overhaul
- Fully reworked 3D audio: natural distance falloff, sound occlusion through walls (sounds behind walls are quieter and muffled) and distance filtering.
- All positional sounds are now properly spatialized, so you can actually hear where something is.
- Room reverb: footsteps and sounds now reflect off the environment.
- New dynamic music system: music fades in and out with phases of silence in between, instead of looping endlessly.
- The engine can now play twice as many sounds at the same time.
- New sound priority system: every sound in the game now has a defined priority. Music, menus, phone sounds and atmosphere always win over footsteps and small effects, so nothing important drops out when a lot is happening at once.
- Fixed an issue where all running sounds could stop when a level was loaded.
🔊 New Audio Option: Stereo / Surround
Some 7.1 headsets lost sounds coming from behind. The new "Output" option in the audio settings (default: Stereo) fixes this. The setting takes effect the next time a level loads.💥 New Screen Effects
Intense moments now come with dynamic screen effects: pulsing vignettes, field-of-view distortion and camera shake that react to what's happening to you.🌍 Localization
- All new content is available in English, German, Polish, French and Spanish.
- English item names no longer show underscores (e.g. "Archive_Key" is now "Archive Key").
📜 Credits
- The credits now show the current version number and list new music, sound effects and more special thanks.
🐛 Fixes
- Fixed a rare issue where a combination lock wheel could register a different digit than the one shown.
- The player no longer gets stuck on ceiling lamps and the ceiling fan in the house's stairwell.
- Fixed a sound that could stay at its starting position and never stop playing.
- Fixed scripted scene transitions that could be noticed under certain camera angles.
- Fixed an enemy that could get stuck at a door during a scripted sequence.
- Many smaller fixes and polish.
– Place2Start Studio 💀