Ending 2 bugfix
-Fixed a bug that prevented players from unlocking ending 2. The reason? I wrote “cd” instead of “CD” in the code. Programming errors are like politicians, the dumber, the more dangerous.

Technical data

-Fixed a bug that prevented players from unlocking ending 2. The reason? I wrote “cd” instead of “CD” in the code. Programming errors are like politicians, the dumber, the more dangerous.

-Changed the trigger warning screen to include mentions of disorienting visual effects -Fixed a typo on the difficulty selection menu (How did this slip in?)

I'll be honest: VERTIGROWL is basically vent art about how working on banking IT feels like. You'll fight obtuse systems, perform repetitive tasks, wonder what the hell are you doing, receive almost no prior info, and then complain with your fellow employees in a private chat roo

Added a combat tutorial for chill difficulty since the default one was not appearing due to being tied to the (disabled in chill) random battles.

-Fixed a bug that made the "Not a Safe Place" exit door lead nowhere. -Fixed a series of dumb mistakes that made the final vending machines unable to give the CD collectibles.

Fixed a bug that disabled the main menu if you pressed "Enter" too early.

It’s been 6 months of figuring out how 3D works and facing the overwhelming dread that civilization might collapse before I finish this game, but it’s done. Making a retro survival horror was much more traumatizing than playing it, but here we are. Fatal Frame with a Stand Pseudo

It’s time. The game is done and tested, only minor improvements are left. I decided on Friday 5 for a release date so I can respond to bug reports or questions about puzzles during the weekend, if I released it during workdays I would only be available to answer those around 2 ho

It’s been a really weird journey. Despite all of the murder ghosts, odd puzzles and existential dread, you made it to the end. Pseudo-haunting is complete. I’m not going to spoil the last “chapter”’s gameplay gimmick, so I’ll just say it involves the only thing scarier than a goo

Obvious spoiler warning for the gameplay! Personal space please So for the last devlog we had a bunch of separate levels, each set messing with a separate mechanic. Now the logical route would be mixing them for this chapter. Does this look like a logical game to you? For “chapte

So it’s been a while. Turns out making a classic survival horror takes time even if the backgrounds are close to minimalistic. Gamedev is a prison, and I have Stockholm Syndrome. Former laboratory The main bulk of progress has been the laboratory area. This would be considered th

Fixed a bug that made some enemy bullets phase through the player’s real body even if they touched it. Reworked the pause menu. Added the option to disable the dither effect.

Changed the graphic’s distortion effects to be higher when on real body and lighter when on ghost body. Modified the protagonist’s walking animations. Modified the protagonist’s walking speed to match the limp walk animation (Slower when taking a step, faster when dragging the li