Patch 25334
Bugfix: Gabriel sometimes got stuck in invulnerable state Bugfix: Two-handed crossbow mode disabled
Developer posts and news about this game.

Bugfix: Gabriel sometimes got stuck in invulnerable state Bugfix: Two-handed crossbow mode disabled

The current version of In Death is based on version 4.20 of the Unreal Engine. This version of the engine did not have native support for WMR (only through SteamVR) and some users also experienced crashes during some scene transitions. We are now testing a version of In Death bas

Bug Fix: Headshot unlocks should now work properly

Bug Fix: Ensuring that Gabriel's invulnerability window ends at the appropiate time Note that we were unable to repro all reported Gabriel glitches, so this fix might only address one of them.

Fix: Progress should be saved even in the advent of a crash Fix: Gabriel exploit fixed Fix: Azure achievement type fixed Fix: Shield now works with loaded crossbow Feature: You can now mute the choral music in runs

This is just a heads up that we have a small upcoming patch that will invalidate existing continue points, so you might want to conclude your current continue run in the next couple of days if you don't want to lose it.

Fix: Banshee projectiles now have time limit, prevent them to fly into the distance forever Gameplay: Gabriel spawns cupids Fix: Prevent Gabriel from being stuck Fix: Quiver exploit fixed Balance: Scoring has been adjusted to be more balanced Fix: Challenge history UI made consis

Fixed: some items were dropping before the corresponding achievement is unlocked. Graphics: adjustments to lighting and fog, interiors should be brighter. Balancing: Wrath of God arrow no longer drops as often in Paradise Lost.

fixed: crossbow swapping with longbow now works repeatedly, no issue with the video card connector following out of Sanctuary. fixed: Bug where player using free locomotion could get bumped back out of Pit when entering one. Now works as expected.

We are happy to announce that In Death is now out of Early Access with brand new content, weapons and enemies! We hope that you will have an enjoyable time but we will be monitoring all channels for issues in the coming day.

As you might be aware from previous announcements, In Death will be coming out of Early Access the 2nd October. We just wanted to inform you on what this will mean with regard to your progression: Achievement progression will not be affected, though you will obviously see a lot o

Dear Players, The Sólfar team is incredibly excited to announce that In Death is leaving Early Access on Tuesday October 2nd . Its been an amazing journey with those of you who chose to support our efforts to perfect this game after we first went to Early Access last February. We

Dear Players, For the last 6 months we have been actively working on new content for In Death and here is a sneak preview, which we revealed today with NVIDIA at Gamescom in Cologne. We are adding a whole new chapter to the game called Paradise Lost, which comes as a succession o

The network connectivity should be restored now.

We are facing some network trouble in the moment, so online features and persistence will not work. We are actively troubleshooting and will inform you when back to normal. Sorry for the inconvenience.

Bugfixes: Removed collisions on Familiar. By player demand, occasional wacky ragdoll death animations are now a feature. Fix for time dilation affecting frozen enemies. Executioner score (Kill Sprees) now take correct play session duration. In very rare occasions, it was calculat

Bug fixes Teleportation onto islands is back with a proper fix to being able to teleport onto the sides of rocks (you shouldn't be able to anymore). Orphan scoring should work now. Fixing the fact that mobs would spawn/remain alive after Anakim's death. Everyone was tossed into t

Bug fixes Fix tutorial progression bug where you had full health and could not pick up the Blood of the Lamb. Make the knife not get flung into a random direction when you're moving using free loco and teleporting and throwing just after your teleport finishes. Instead it gets ca

This patch has a fair amount of performance optimisation as well as the following: Features New scoring system used for leaderboards and challenges New UI for run results, challenge results and challenge history Redesign of the sanctuary. Bug fixes Some visual bug fixes. You shou

As we mentioned earlier when we did a progression reset, it was part of multi-phased update where the next step was an update to the scoring system. As things were, gold collected during a run was the sole metric used to decide ranking in the leaderboards as well as deciding the
