💡 Important Notes
For a more comprehensive overview of the major features in this update, please refer to the overview post we made last week!
This update has a larger download size then our normal patches, primarily due to significant engine changes as well as various packaging optimizations. Future patches in v1.0.9 will return to a more normal download size.
This update also brings a video codec swap from H.264 to Bink 2 for all media files.
This was primarily done to improve compatibility with non-windows platforms, and those experiencing issues related to this content should file a report with our team.
Additionally, alongside this update's release, Subliminal is officially Steam Deck Verified!
There will be a note mentioning a lack of external controller support, due to an older build being used for review. This has been fixed for the release today and shouldn't have any issues.
As a retroactive change, Touchscreen support has been disabled due to issues found with our correspondence with Valve, and since this has never been officially supported as an input option.
🛠️ Changes
General
Upgraded Unreal Engine from 5.7.4 to 5.8.3.
Various changes to reduce file size, improve performance, and improve compatibility across other platforms.
Various changes to remove loose actors and resolve various mesh, collision, and SFX issues across the episode.
Added support for multiple controllers controlling the same player.
Added over 50 new in-between save points, accessible through a new "Continue" option on the Title Screen.
Dev Note: We are looking at additional feedback for expanding this option into the Memory Load screen, to allow these to be selectable checkpoints.
Revamped all out-of-gameplay UI Effects, using more optimized shaders and taking on a more VHS-style look.
This effect can be controlled through the "UI Effects" option, which is also a slider to allow more control over the effect intensity.
For a look similar to the v1.0.3 and lower effects, set this option to around 50%.
Adjusted the Dev Note in the Title Screen for improved visibility.
Added Modifiers, a set of options that allow players to customize the game more to their liking, in addition to also allowing us to bring bigger changes to the game sooner through feature-flagging.
See the post mentioned in the Important Notes for more details.
Dev Note: Due to severe audio issues, Developer Commentary will be made available in a separate v1.0.9.x patch.
Player
Re-Implemented the Breathing Audio, originally cut from launch due to various issues.
This can now be heard depending on how long the player is sprinting.
Dev Note: We are looking at additional feedback for adding an option to configure the volume for this effect, in a similar way that we handled Footstep SFX in the past.
Light Shift mechanics are now usable again while traversing through Squeeze Paths.
Being "frozen" will now disconnect any active light tethers to the player instead of just turning off the flashlight.
Removed an outdated HUD element for the Ticket Station. The machine itself now conveys the proper info, similarly to Keycard Slots.
The Memory Save Icon now respects the "HUD Icons" setting and is no longer always enabled.
The Fun-O-Meter UI Widget can now be toggled with the "Tutorials" setting.
The Collectable Interaction hint has been adjusted with proper glyph support for both Gamepad and Mouse.
Settings
Overhauled the Settings Menu, allowing for better performance, visuals, and accessibility.
Several settings have been moved into a new Post Processing sub-section, available at the bottom of the Graphics category.
The colorblind mode setting has been moved to the General category.
The Hit Lighting Mode setting has been moved to the Graphics category, under the HWRT (Hardware Raytracing) setting.
Added several new descriptions for previously existing settings.
Added a new status indicator on the Graphics category to indicate the GPU's Async Compute and Hardware Raytracing support
If marked as Limited, the device in question may experience increased instability or in worse-cases crashing when using certain options (Primarily, Hardware Raytracing)
A setting for Async Compute is currently planned to be introduced in an upcoming v1.0.9.x patch.
Added a Low Quality Preset, tailored primarily for the Steam Deck and similar-spec devices.
Adjusted the minimum Screen Percentage to be 30% instead of 40% to retain parity with the minimum Screen Percentage from upscaler settings.
Added various new settings to customize the in-game crosshair.
Added settings for customizing Controller Vibration and Deadzone threshold.
Added settings for customizing the scale of HUD Icons and Subtitles.
Added settings for individually customizing the visibility of specific HUD Icons.
Added settings for customizing the backdrop opacity for HUD Icons and Subtitles.
Added initial settings for customizing HDR functionality.
Added experimental settings for customizing the in-game Sharpness and Film Grain intensity
Basement (Intro)
Waterworks (Main Area, Deep Storage & Maintenance Halls split)
The original mesh coloring, for slides and other objects, is now restored if using the Classic Environments modifier, including the original narration for certain areas.
Waterworks (Maintenance Halls)
Deep Storage
The original puzzle in this area is now restored if using the Classic Environments and Classic Mechanics modifiers.
Dark Playplace (Part One)
The timings used for the chase are now more similar to launch (more difficult) when the Classic Mechanics modifier is enabled.
Added chains to the top of the Sensor Lights in the puzzle just before the chase, so they are no longer visibly floating.
Dark Playplace (Part Two)
Re-implemented the missing ambient score that would play when approaching and encountering Smile.
This track has been revamped from what we had originally planned for launch, before it was cut, and is now more thematically fitting.
The pitfall is now able to be present again if using the Classic Mechanics modifier.
The combination lock for the doors puzzle is no longer re-generated upon death, but also now is reset (The lock and gate closed) upon death.
A new chase sequence, originally scrapped prior to launch, is now present after opening the locked gate near the end of the area, if Classic Mechanics is enabled.
Added a flickering roof light to one of the areas after the combination lock puzzle, to preserve more of the areas original lighting.
When using Colorblind mode, the numbers for each of the puzzle doors are now present again, but in a different location on the doors.
Playplace (Main Area)
The timings used for the chase are now more similar to launch (more difficult) when the Classic Mechanics modifier is enabled.
The tree logs, present here and in other areas, now have their light-up effects restored if using the Classic Mechanics modifier.
The retry voice lines for failing the Fun-O-Meter are now restored if using the Classic SFX modifier.
Subsequently, the Fun-O-Meter is now able to restart 3.5s sooner, if these voice lines are not in use.
Added additional crouch volumes.
Added subtitles support for the Memory Glitch sequence.
Playplace (After Chase)
Playplace (Maintenance Halls)
Added a new archives-inspired sequence to reach the next area, replacing the puzzle.
The original puzzle can still be played if using the Classic Environments modifier.
Adjusted the Arcade section, to be more on par with the Erase Ending in terms of quality.
The original environment can still be played if using the Classic Environments modifier.
Additional improvements, in terms of exploration and interactivity, are slated to arrive with v1.1s update.
Bounce House
The original light puzzle area will now be present if the Classic Environments and Classic Mechanics modifiers are enabled.
The timings used for the chase are now more similar to launch (more difficult) when the Classic Mechanics modifier is enabled.
Added additional effects for the Memory Crack sequence.
🔧 Fixes
General
Fixed an issue causing DLSS Ray Reconstruction to not appear as intended, due to down sampled reflections.
Users on older versions can use the following command to apply this fix: r.Lumen.Reflections.DownsampleFactor 1
Setting the Reflections Quality to Unreasonable will now also perform the same CVar as well.
Fixed the loading screen able to appear as the incorrect colors in some circumstances.
Fixed an issue causing the A Seamless Journey and Every Thread Unwoven achievement to be un-obtainable.
Fixed some font glyphs being missing when using the Turkish language.
Fixed the Depth of Field setting not effecting non-player elements, such as sequences.
Fixed certain text in the Title Screen being able to wrap around the screen on certain languages.
Fixed the Press Anywhere to Continue section of the Title Screen being able to accept gamepad input.
Fixed an issue causing the ending icons from older save data to remain present on the Title Screen after using the Reset button in the Memory Load screen.
Fixed various edge-cases with the Virtual Cursor controls.
Fixed various issues with translucent effects popping out or otherwise thinning at certain focal distances (Primarily observed when Depth of Field is enabled)
Fixed an issue causing insufficient/broken crash log data to be provided when sending crash reports.
Fixed an issue causing movie files to not be playable on most non-windows platforms.
Player
Fixed various issues with player crouch behaviors.
Fixed an issue causing the incorrect crosshair color to be displayed if the player looks between certain objects too quickly.
Fixed an issue causing the flashlight to not be usable while standing in certain exclusion volumes present throughout the episode.
Fixed a potential crash when first using the Memory Meter.
Fixed the footstep sound effects sometimes using the incorrect material reference.
Fixed an issue, primarily in Empty Space or the Playplace, where a player could interact with Circle Cutouts after they were "locked".
Fixed an issue causing the player to have to re-press the sprint key, if sprinting was disabled by the Conscience, then later re-enabled while the player was still holding the sprint key.
Fixed an issue causing the Memory Meter icon to not be properly disabled when changing the "HUD Icons" setting while the icon was on screen.
Fixed potential issues with repetitive "Memory Save" events.
Interactable Items
Fixed an issue causing "Soft" material pickup items using a "Loud" sound.
Fixed incorrect or missing impact SFX with pickup item for meshes tagged as Rope, Banded Net, Cloth, or Inflatable.
Fixed player settings not being properly read for certain Hints throughout the episode, causing them to potentially not display.
Fixed an animation issue with certain doors.
Fixed certain metadata being lost when picking up Smile Plushies.
Fixed potential animation issues with Combination Locks.
Fixed the default glow on some parts of Soda Machines being incorrect.
Fixed some parts of Soda Machines remaining lit, even when the machine breaks down after repeated uses.
Fixed missing interaction outline support for button walls.
Empty Space
Basement (Intro)
Waterworks (Maintenance Halls)
Fixed being able to unload parts of Deep Storage before the door becomes locked.
Fixed the initial Memory Loop cycle having incorrect collision triggers.
Fixed several missing decals for the Wonder Off path that were present in previous releases.
Fixed decals for the Wonder Off path not disappearing when entering the Memory Loop section.
Fixed the collectible in the Wonder Off path always showing up, even if already collected.
Fixed minor clipping on the wires in the section before the Memory Loop.
Fixed various cases of visible object pop-out while progressing through Memory Loop cycles.
Fixed an animation error with the doors in the Memory Loop, when pulling the alarm while also opening a door.
Deep Storage
Fixed being able to bypass the Screen Crack trigger for warping to Dark Playplace.
Fixed incorrect crouch volume settings near the secret room, causing various issues during and after the related sequence.
Fixed pickup objects being visible during the secret room sequence.
Playplace (Main Area)
Fixed being able to re-activate the Emotional Encouragement Zone voice lines after it has already been completed.
Fixed one of the Generator videos only able to be played once.
Fixed several broken object bindings during the Wall Bash sequence, restoring the physics for several objects in said sequence.
Fixed certain events triggering too early during the ending of the chase sequence.
Fixed the collapse sequence near the ending of the chase sequence not properly resetting.
Playplace (After Chase)
Fixed part of the Smile Peek sequence being offset
Fixed the player having an incorrect crouch scale if loading into this level from Memory Load.
Fixed a rendering issue when using the Warp Light multiple times.
Fixed one of the circle cutouts in the Walter puzzle area being marked non-walkable.
Fixed an issue causing Walter to get stuck in certain positions before the circle cutout.
Fixed the player having an incorrect crouch scale if entering the entrance to the Bounce House areas, then leaving it.
Ventilation
⚠️ Known Issues
Crashing on launch or during gameplay for some players.
If you encounter this, please send in a crash report to our team.
Please also be sure to be as descriptive as possible in your report (When exactly the issue happened, specs, ways we can reach out to you, etc.).
If possible, also include a screenshot of the crash reporter window, so that we can locate your report on our end.
Comments (1)
💡 Important NotesWith the release of Episode One alongside this update, major updates to the demo have now concluded. We will however continue providing relevant fixes and minor adjustments in conjunction with updates to the full episode, with both packages following the same versioning style going forward.We cannot begin to thank all of you for your support over the last few months, in addition to all the feedback and reactions we\'ve received on the Demo and with our recent trailer. We hope you enjoy the full episode release, just as much as we have had pouring our hearts and passion into it!
🛠️ ChangesThe Collectables UI now auto-selects the first collectable in the list.Added a new \"Achievements\" UI to the pause menu:
While these will not show up in Steam for the Demo, you can obtain 10 out of the 25 total achievements locally.Added several additional details to Childhood Memories to match the full episode version.Added a revert menu for Graphics Settings:
This is used after you click Apply as an \"Are you sure?\" style prompt.Made several adjustments to settings, based on long-term feedback:
The Language setting has been split into a Text Language and Voice Language setting.Added support for NVIDIA Reflex, when the DLSS upscaler is selected.Added preliminary support for NVIDIA Frame Generation X6 for RTX 50-series cards.Temporarily removed the Colorblind Mode setting.Added a Tutorials option, now separate from the previous Puzzle Hints setting for better clarity.Added an Interaction Outlines setting, allowing certain objects to be highlighted when close to them.Added support for Intel XeSS Frame Generation X3 and X4 for Intel ARC cards.Added Spanish (Latin America) as a new Text Language option.Adjusted Erase Switches so players cannot interact with objects while its erasing objects.Added over sixty new Pet Photos.Updated Localization for all languages.Misc. packaging and performance improvements.
🔧 FixesFixed the Conceptual Safeguards being misspelt.Fixed outdated language names being used in some areas of settings.Fixed the Language settings description text not appearing.Fixed some misc. texture and material issues with Conceptual Safeguards.Fixed certain sliders in the settings not being usable with controllers.Fixed a possible issue with the Waterworks Rot Spill on low-end cards (GTX 10-series or equivalent)Fixed various audio issues.