Full patch notes: Fixed an issue where the game could crash after dying from the monster Fixed a number of smaller bugs that could cause slow downs after a continue Adjusted in-game ambient lighting to be slightly brighter Adjusted options brightness slider to provide a wider dar
Full patch notes:
Fixed an issue where the game could crash after dying from the monster
Fixed a number of smaller bugs that could cause slow downs after a continue
Adjusted in-game ambient lighting to be slightly brighter
Adjusted options brightness slider to provide a wider dark and light range
I addressed a few issues that popped up with the latest update that involved rare cases of the player getting placed outside of the play area after a continue. Full list: Fixed a bug where the player would be placed outside the map after continuing Added a failsafe in the scenari
I addressed a few issues that popped up with the latest update that involved rare cases of the player getting placed outside of the play area after a continue. Full list:
Fixed a bug where the player would be placed outside the map after continuing
Added a failsafe in the scenario of the player still managing to get outside the world that will place the player back in the hub
If you are having a tough time navigating the Kohate complex, fear no more! A new map module has been added to the hub. Simply collect the map module and press escape to view your inventory and the map. The complex will be revealed as you explore and the map progress is kept thro
If you are having a tough time navigating the Kohate complex, fear no more! A new map module has been added to the hub.
Simply collect the map module and press escape to view your inventory and the map. The complex will be revealed as you explore and the map progress is kept through continues like the rest of the game's progress.
I think this is a fun addition to Kohate and I have some interesting ideas for it in the future. For now, I hope this is a nice welcome update!
After the Halloween patch, there was a new bug where ending 3 would not trigger for players. After doing a bit of digging, I have located the problem and everything is working again! Have a great time! - Fixed a bug where ending 3 was not triggering.
After the Halloween patch, there was a new bug where ending 3 would not trigger for players. After doing a bit of digging, I have located the problem and everything is working again! Have a great time!
Ending 4 is now live! I think it's a fun little addition to the game that feels like a natural extension of what the player wants to accomplish. I hope you can take a moment to figure it all out and get it! I have also added a few new achievements to go along with this new ending
Ending 4 is now live! I think it's a fun little addition to the game that feels like a natural extension of what the player wants to accomplish. I hope you can take a moment to figure it all out and get it!
I have also added a few new achievements to go along with this new ending. AND if you play Kohate between October 28th and November 2nd, you might find a little Halloween festivity in the testing hub! The best Bio Mass Labs has to offer in Halloween fun!
I'm working my way towards the new content update with the fourth ending and part of that was going to be a new game mode that would make the game more difficult. Since I wanted to tweak some things in the main game style to make it a bit more balanced, I deiced to go ahead and a
I'm working my way towards the new content update with the fourth ending and part of that was going to be a new game mode that would make the game more difficult. Since I wanted to tweak some things in the main game style to make it a bit more balanced, I deiced to go ahead and add hell mode now.
Normal play mode now gives you a little extra time in the radiation vents with a less aggressive radiation post effect. I have also lengthened the night vision time a little bit.
I have also tweaked the monsters behavior in terms of sensing the player in various settings. You can now be a bit closer behind him and he doesn't see as far in front. Having the light orb will still make it easier for him to know you're behind him.
HELL MODE
Hell mode has been added as a check box in the main game menu next to scenic mode.
This addition, when chosen, removes the continue option to the game. It will also lower your compliance collar time, how long you have in the radiation vents, how much night vision time the player has, and how well the monster senses the player. The major hide locations will no longer hide the player.
NODE BREAKDOWN
GENERAL
Increased time the player can be in radiation vents
Increased the amount of time night vision can be used
Very small update that should address an issue where some were not seeing achievements (this issue may have been on steam's end but I made sure it is correct on mine). I also added a new achievement for not dying in a single run.
Very small update that should address an issue where some were not seeing achievements (this issue may have been on steam's end but I made sure it is correct on mine). I also added a new achievement for not dying in a single run.
I went through some feedback in my discord and addressed a number of options related issues that came up. See the list below for full info. UPDATE BREAKDOWN Fixed an issue where options and exit would not show up in the main menu on certain resolutions Fixed some minor lighting i
I went through some feedback in my discord and addressed a number of options related issues that came up. See the list below for full info.
UPDATE BREAKDOWN
Fixed an issue where options and exit would not show up in the main menu on certain resolutions
Fixed some minor lighting issues
Fixed an issue where multiple resolutions could show up in the options drop down
Fixed an issue where a post effect would look broken on an in-game resolution change
Fixed an issue where full screen would not toggle on/off
I've spent the last night creating a system that I feel is a fun solution for the desire to save progress. I really want Kohate to be game that is played through in a single sitting but I also understand the frustration of losing progress. Since full save system would be a massiv
I've spent the last night creating a system that I feel is a fun solution for the desire to save progress. I really want Kohate to be game that is played through in a single sitting but I also understand the frustration of losing progress.
Since full save system would be a massive undertaking for a small game, I have opted for a continue mechanic. If the player dies, they will be given the option to continue. They will not lose their progress but will have to recover any large object they were carrying from where they died. They will also receive a 5 minute penalty on their overall session time and will need to re-charge at the bio read station. All items in inventory, etc. will be kept.
If the player exits to the main menu, all progress will be lost. I feel this addresses potential frustration with lost progress during game play while leaving a more solo-run feel to the game. I hope you like it, I think it feels pretty fun!
BREAKDOWN
Continue system to allow player to keep all progress.
Fixed a hiding bug when holding the flashlight where the monster would not kill you.
New version of Kohate (v1.0.4) has some changes that should make getting into the game a bit easier and some bug fixes. Fixed an issue where the monster may spawn in too close to the player The monster will now release into the complex after a period of time instead of instantly
New version of Kohate (v1.0.4) has some changes that should make getting into the game a bit easier and some bug fixes.
Fixed an issue where the monster may spawn in too close to the player
The monster will now release into the complex after a period of time instead of instantly after reveal
Fixed an issue where players could press door buttons multiple times
Work in Progress
There are a few minor bugs that I have noticed that aren't game breaking but I would like to address. I'm also working on a game update with a fourth ending and a potential save system though I am not certain what exactly I would like to save yet in terms of items, doors opened, blood samples collected, etc. It would be a large system to implement after the fact so I am still weighing the value of ti.