Bedlam

RedBedlam · KISS ltd

Released
Oct 13, 2015
Platforms
Last updated
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Updates & announcements

20 posts
  1. Developer post

    Update

    Build: 1.0.1.5822 Fixed issue that could cause dialogue to be skipped on Rescue Run Fixed an issue where mirror shader on Alive1 would appear black Fixed occasional issue that could result in player dying while transitioning into next level Fixed checkpoints status not being save

  2. Rock, Paper, Shotgun

    Wot I Think: Bedlam

    You wait forty years for a game about jumping between video games, and two come at once. A couple of weeks after we saw Davey Wreden s experimental project The Beginner s Guide , we now have Bedlam . (No, not that one . The other one.) Based on Christopher Brookmyr s book of the

  3. Developer post

    Update

    Build: 0.9.13.5816 Improved level loading process to reduce memory usage when transitioning between large scenes Fixed some unpredictable behaviour when restoring a saved game on Mac Many visual improvements to Death or Glory levels Many visual improvements to Age of Attrition le

  4. Developer post

    Update

    Build: 0.9.12.5809 Fixed a memory allocation crash on Macs, when transitioning between Calastria levels Fixed an issue where loading a save on the level Alive1 would cause the game to become unresponsive Many visual tweaks and improvements to Planetfire levels Fixed a bug where j

  5. Developer post

    Week 58

    QA is complete! This week we're tidying up a few points of detail and looking forward to the announcement of the release date :)

  6. Developer post

    Week 57

    While we wait for our final certifications to be issued we continue to listen to your feedback and make adjustments to gameplay and appearance :)

  7. Rock, Paper, Shotgun

    Wot I Think: Skyshine s Bedlam

    Skyshine’s Bedlam (that awkward prefix is because a first-person shooter named Bedlam is already on Steam) is a team-based roguelike in which you drive a giant APC across a post-apocalyptic desert, getting into regular turn-based fights and trying not to run out of food and fuel.

  8. Developer post

    Week 56

    This week we're wrapping up the final pieces of admin to do with QA and compliance. Meanwhile as this process concludes we're using the time to add in more details and optimisations.

  9. Developer post

    Update

    Build: 0.9.11.5766 Enabled unlockable extra options to Chapter Select (Unlimited Ammo, Guns Unlocked) for completing The Citadel Enabled unlockable extra audio track (Christopher Brookmyre) in audio options, for completing The Citadel Fixed an issue with objectives not being rest

  10. Developer post

    Week 55

    A few nice improvements to be made after our last patch. As always, thank you for your feedback :)

  11. Developer post

    Update

    Build: 0.9.10.5735 Fixed player velocity being incorrectly carried over on level transitions and restarts Fixed Death's Dark Vale becoming uncompleteable when loading a save including a tower with one broken panel Fixed objects with deactivated simplified renderers (e.g. stairs)

  12. Developer post

    Week 54

    Continuing to respond to feedback and hopefully patching more tweaks and additions this week :)

  13. Developer post

    Update

    Build: 0.9.10.5706 Athena will now react verbally to combat situations, when no other dialogue is active Added more impactful audio for player death Melee NPCs now no longer strafe when moving into combat Improved lighting, scenery and terrain across Calastria and Planetfire Fixe

  14. Developer post

    Week 53

    Aiming for another patch this week with further improvements while we wait for the all clear from QA admin.

  15. Developer post

    Update

    Build: v0.9.10.5689 Improved visual impact of player death Many visual improvements to Out of the Frying Pan, into the Planetfire Fixed accidental breaks in navmesh in Yes, We're Going There Player will no longer crouch when exiting the menu using the Back button on gamepad Fixed

  16. Developer post

    Week 52

    Aiming for another patch this week with more tweaks and adjustments. Meantime we're finishing up various bits of admin needed for release.

  17. Developer post

    Week 51

    Lots of great feedback since our last patch, thank you again ^^ This week we're going to be addressing these items as well as a few more that we'd like to further improve upon from our own testing.

  18. Developer post

    Update

    Build: 0.9.10.5652 Added visual points of reference and collider optimisations to all Death or Glory levels to aid navigation Tweaked and rebaked lightmaps on several levels Fixed missing terrain in Circling the Drain Fixed manual save names being mistakenly truncated to 10 chara

  19. Developer post

    Week 50

    We're through the major parts of QA now and awaiting further feedback. Meantime we're working on your suggestions and making some restructuring and graphical enhancements to our larger levels in order to improve navigation and provide more distinctive design touches, these should

  20. Developer post

    Week 49

    Another big patch last week addressing a lot of your feedback and including many tweaks suggested by QA. This week we're continuing to add more of these improvements.