Mouse and Controls Fixed an issue where mouse sensitivity settings were not loading correctly on startup, causing some players to experience erratic or incorrect sensitivity. The maximum allowed value for mouse sensitivity has been increased, providing players with a wider range
Mouse and Controls
Fixed an issue where mouse sensitivity settings were not loading correctly on startup, causing some players to experience erratic or incorrect sensitivity.
The maximum allowed value for mouse sensitivity has been increased, providing players with a wider range of control options.
Achievements
Achievements related to items will now be checked and awarded at the time of game load. For players who completed achievements before they were officially added, they will be instantly unlocked upon loading their saved game.
Bug Fixes
The 'Crowtime kill count' on the in-game map will no longer be displayed as a floating-point number, but as a clean integer.
Gameplay Wall Ejection and Gliding: Players can now jump away from a wall to open their wings and glide. This new maneuver allows for faster traversal and new movement options. Sniper Aiming: A maximum effective distance has been implemented for the enemy sniper aiming on the pla
Gameplay
Wall Ejection and Gliding: Players can now jump away from a wall to open their wings and glide. This new maneuver allows for faster traversal and new movement options.
Sniper Aiming: A maximum effective distance has been implemented for the enemy sniper aiming on the player. This change is intended to prevent extreme long-range engagements that were previously uncounterable.
Landing Animation: The landing animation after a long fall has been sped up, reducing the time players are vulnerable after a drop.
Bug Fixes
Fixed a bug where the character would always appear fully lit regardless of their environment or lighting conditions.
Fixed an issue that caused the character to land at a slight angle after falling from a height.
Miscellaneous
Added several new easter eggs for players to discover.
We've fixed several achievements that were not unlocking correctly, including Against the Machine, Camisa 10, Bells and Whistles, and Beginning to Believe. Players should now be able to earn these upon meeting the requirements. The bug that allowed Crowtime to be unlocked early h
We've fixed several achievements that were not unlocking correctly, including Against the Machine, Camisa 10, Bells and Whistles, and Beginning to Believe. Players should now be able to earn these upon meeting the requirements.
The bug that allowed Crowtime to be unlocked early has been resolved. The total number of tapes in the game has also been updated to 19, correcting a previous error.
Dialogue text has been cleaned up, Additionally, we have addressed a visual bug where wings would sometimes persist on screen after certain cutscenes. The eye icon, which was mistakenly remaining visible at all times, has also been fixed.
We've just pushed a new patch to address some of the issues you've all been pointing out. This one focuses on smoothing out gameplay and fixing some of the more frustrating bugs. Thanks for all the feedback, it's a huge help. Gameplay & Bug Fixes Steam Achievements: We've add
We've just pushed a new patch to address some of the issues you've all been pointing out. This one focuses on smoothing out gameplay and fixing some of the more frustrating bugs. Thanks for all the feedback, it's a huge help.
Gameplay & Bug Fixes
Steam Achievements: We've added a whole new set of achievements for you to hunt down. Now you'll have more ways to show off your mastery of the game.
Player Movement & Responsiveness: Nomad should feel much more fluid now. We've sped up many of the base actions and animations, making them faster and more reactive to your input. Jumping, climbing, and grappling are all easier and more forgiving.
Dash responsiveness: We've specifically improved the timing to make it easier to dash right after a jump, which should open up some new movement options.
Crowtime: We've ironed out a couple of significant Crowtime bugs. You should no longer be able to use Crowtime after picking up an item but before eliminating an enemy, which was a clear exploit. Enemies will also now properly lose track of Nomad while Crowtime is active.
Cutscene Triggers: No more getting stuck! Dashing into a cutscene trigger will no longer freeze the player. Nomad will also now correctly become invisible during the final cutscene, and all UI icons will be hidden for a cleaner cinematic experience. Enemies will now properly enter an idle animation during these scenes, too.
Boss Reset: We've fixed a bug where the boss with a single life remaining wouldn't reset to full health. This ensures the intended challenge is preserved.
Tapes: The issue with loading tapes has been resolved.
Thanks to everyone playing Crow and sending in reports. Today’s patch includes fixes and a few quality-of-life improvements: Fixes Resolved an issue where the settings file wasn’t detected/loaded. Corrected localization strings for mouse, jump, and grappling. Fixed sniper laser a
Thanks to everyone playing Crow and sending in reports. Today’s patch includes fixes and a few quality-of-life improvements:
Fixes
Resolved an issue where the settings file wasn’t detected/loaded.
Corrected localization strings for mouse, jump, and grappling.
Fixed sniper laser alignment and adjusted raycasts to avoid hitting unintended objects.
Addressed an issue causing Crowtime to deactivate unexpectedly.
Improvements
Increased the maximum Mouse Sensitivity (previously capped at 200%).
Mouse Sensitivity can now be adjusted directly from the Pause Menu.
Hi, everyone, Guilherme, one of the devs here and I have great news: The wait is over — CROW has finally spread its wings! Alyson made this short video in tribute to the game development and it will give you a brief idea about everything we went through during the past years to m
Hi, everyone, Guilherme, one of the devs here and I have great news:
The wait is over — CROW has finally spread its wings!
Alyson made this short video in tribute to the game development and it will give you a brief idea about everything we went through during the past years to make this dream project a reality:
View game pageToday marks the full release of our dark and atmospheric adventure, where danger lurks behind every shadow and survival is never guaranteed.
Immerse yourself in a gripping experience of tension, exploration, adventure, stealth and mystery. Will you rise above the darkness, or be consumed by it?
Hello everyone! It's Guilherme here and me and the other devs, Dan and Alyson, have been working hard for the past few months to finish the game and bring it to the state we really envisioned and we have good news! The game is now closer than ever to the final release and we coul
Hello everyone!
It's Guilherme here and me and the other devs, Dan and Alyson, have been working hard for the past few months to finish the game and bring it to the state we really envisioned and we have good news! The game is now closer than ever to the final release and we couldn't be more excited about it.
The game is very fun and we can't wait to let you all play it. We completely changed how it looks and feels, improved the controls, the graphics, the UI, and also the mechanics and systems that you will be exploring, discovering and using throughout the game.
We built a new main mechanic called "Crow Time", a skill that pretty much gives Nomad (even more) super powers: you become invisible to enemies and they also become easier for you to spot. But there is a catch: This resource is limited and you need to think carefully about when and for how long you'll be using it.
As a friendly reminder, in Crow, you will be exploring a city called Noland Ridge, a place covered by a mysterious and toxic Gas that only left the rooftops walkable. It's your duty to find out what happened and also... why they are full of bad guys!
Nomad has a lot of "super power" skills, such as Wings, a Grappling Hook and a Glove that allows you to climb walls. That's all for you to use in your favor in order to explore the city. But of course... you will have to find out how to unlock them!
There is a lot of different and creative ways to defeat enemies and the enemy camps you will find throughout the city and we can't wait to see how creative you all will get when it comes to this!
You can be very badass and loud (if you have enough skills for that) or... be stealth and strategic!
To wrap this post up, here is a final gift for you all:
Hello, gamers! Dev here. We've been working hard over the past few months to ensure that Crow will be released in its best shape. We've listened to your feedback, conducted extensive playtesting, and refined the game. The result? It’s looking and feeling great to play and explore
Hello, gamers! Dev here.
We've been working hard over the past few months to ensure that Crow will be released in its best shape. We've listened to your feedback, conducted extensive playtesting, and refined the game. The result? It’s looking and feeling great to play and explore!
We’ve revamped the visuals and overall art direction, giving the game a darker, stealthier atmosphere. The city of Noland Ridge is now more immersive and even a bit scary—exactly what we aimed for. You’ll explore this haunting environment as Nomad, navigating a world where stealth is everything.
Gameplay & Mechanics
All enemy interactions and Camp infiltrations require careful planning. Defeating enemy camps isn’t just about combat; it’s about strategy and patience. We’ve fine-tuned the mechanics based on player feedback, ensuring a smoother and more engaging experience.
Improved UI & Player Awareness
Enhanced UI: We’ve refined the diegetic interfaces and made the minimap much more useful.
Enemy Alerts: Enemies now display interrogation or exclamation marks above their heads, helping you gauge their awareness—just like in classic stealth games.
Player Indication: An eye indicator above Nomad’s head shows when you’re being chased, enhancing situational awareness. This works seamlessly with the sound design for an immersive experience.
Exploration & Collectibles
Finding items and lore elements is now more rewarding. We’ve added sound, visual, and UI cues to help you locate tapes, messages, and other collectibles. They’ll also appear on the map when you’re nearby—still challenging, but no longer frustrating!
Coming Soon!
We’re excited to announce that Crawl is on track for a mid-December release. We can’t wait for you to experience the new features and improvements!
Stay tuned for more updates, and thank you for your continued support!
Hey, I'm Guilherme, one of the three developers working on Pixel Nightfall and I would like to thank YOU for being here and for the amazing feedback we've been getting since the Game Page went live on Steam. We are listening and improving everything about the game based on that,
Hey, I'm Guilherme, one of the three developers working on Pixel Nightfall and I would like to thank YOU for being here and for the amazing feedback we've been getting since the Game Page went live on Steam. We are listening and improving everything about the game based on that, so I would like to share some exciting news about what's coming and what's changing.
New Art Direction for the Game!
One of the most recurring feedbacks we got is regarding the art direction. We want you to get a nostalgic feel while playing Pixel Nightfall, almost as if you were playing a Playstation 2 game, but with much more to explore and admire, meaning that we are taking inspiration from it and also trying to make it unique to PN.
Regarding the MOOD, we want to recreate what you feel while playing the Batman franchise and also look at the City with the same eyes as you would look at the vast lands of Shadow of the Colossus. The map is huge, but somehow abandoned, yet still makes you curious to EXPLORE it.
This is what we were able to do so far:
Combat Mechanics Overhaul!
Pixel Nightfall is a STEALTH game, so we want you to be able to look, analyse, plan ahead and defeat the enemies in the most badass way possible. The entire combat system should accommodate that, of course.
We are working on a new "Enemy Camps" system that will bring a huge variety when it comes to combat in the game. Inspired on the open world of Insomniac's Spider-Man games, we want you to have as much fun, challenges and exploration as possible while navigating across the world, so now you will randomly find encounters or stuff happening nearby while playing that you can approach and figure out how to beat. That includes a huge range of enemy "Camps" on the rooftops.
Each encounter is now manually handcrafted by our team to make sure it's as fun and compelling to you as possible.
And much more!
It's also important to remember that in Noland Ridge (the game's city), you will find lots of other smaller level puzzles to do, secret hiddden storylines (Tapes) for you to discover and most importantly, the main plot involving the Gas, the Towers and the Panopticon (where you will defeat the final boss!).
Let us know what else would you like to do in the game!
Video Devlogs!
As an extra, if you want to get to know a bit more about all the improvements we are making, check our latest YouTube Devlog: