Patch 25334
Bugfix: Gabriel sometimes got stuck in invulnerable state Bugfix: Two-handed crossbow mode disabled
- Bugfix: Gabriel sometimes got stuck in invulnerable state
- Bugfix: Two-handed crossbow mode disabled

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
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 based on the latest version of the Unreal Engine (4.21.2) to see if it addresses any of these problems.
We are making this version available through a beta channel on Steam and it will still connect to our live server, so you should be able to continue playing normally, assuming the version works well, but we can obviously not guarantee that. If you do experience problems or crashes, we would really like to know.
To switch to the beta build, right click on InDeath in your library and go into the 'properties' window. From there, choose the 'Betas' tab and choose the 'staging' branch and enter the access code 'fermentedshark'
If successful, Steam should now start downloading the beta version and you can play it once available. If you want to switch back to the normal version, just choose the option to opt out of all beta from the 'Betas' tab.
Once we are confident that this version works well for everyone, we will make it available on the main branch as well as on Oculus.
Known Issues:
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.
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.
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.
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.
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
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:
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,
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’ve been hard at work adding new content and balancing our full release based on the frankly incredible hours our players have logged in game over the past few months.
On October 2nd, we will formally leave Early Access and deliver the new chapter, Paradise Lost that we teased a couple of weeks back at Gamescom. The all new Crossbow is ready and waiting for your shooting pleasure in Sanctuary, and we hope you enjoy close quarters combat with it as much as we have. The scoring system in Challenges, our async multiplayer mode, has been tweaked and balanced with the great feedback you’ve given us, resulting in what he hope is a fair shot for all play styles to reach the pinnacle of the Ladder. And In Paradise Lost, you’ll encounter a fresh host of angelic and demonic antagonists, culminating in an epic boss fight with Gabriel the Fallen.
We also want to let you know that at Full Release on October 2, the retail price of In Death will increase from $19.99 to $29.99. If you’ve already purchased the game during Early Access, you will of course receive all of the new content at no additional charge. This does mean that if you’ve been thinking about jumping into In Death’s dream kingdom but haven’t crossed over yet, now would be a good moment to do so. And if you have friends that might like to get in on our game at the Early Access price, they can do so until October 2nd.
Thanks again for playing, we can’t wait to see you in the Afterlife!
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
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 of Purgatory. There you will find new enemies in the form of cute cherubs harassing you from the air as well as banshees hitting your with their powerful magic. Finally, you will not get through Paradise Lost without dealing with the Archangel Gabriel that guards its exit.
To help you on this journey we also offer you the choice of a new weapon, the Crossbow. Dealing more short-range damage than the bow, you will appreciate its power but only when you get up close and personal. Yours is the choice.
We are fast approaching the Full Release of In Death, where you will as an Early Access player receive all of the new content for no additional charge. Expect more details on our full launch in the coming days and weeks. And thanks again for joining us in the Afterlife, your feedback has been a huge boost to our efforts.
The network connectivity should be restored now.
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.
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
Bugfixes:
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
Balancing
Quality of Life
Visuals and UI
Known Issues
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
Bug fixes
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
This patch has a fair amount of performance optimisation as well as the following:
Features
Bug fixes
Balancing
Quality of Life
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
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 winner of a challenge. After onboarding some of your feedback we decided to create an aggregated score value that would combine various different play styles in order for players to have more opportunities to reach a high score using different combinations of tactics.
In this update we introduce this new scoring value. At the end of matches, you can see the breakdown of your score for the run. The different values contributing to your score should be mostly self-evident from their description (hover over the attribute to get information), but we otherwise want to keep it a slight mystery. We also expect to tune the aggregation formula in response to your playing until we find a good balance.
This new score value is then used for the the global leaderboard (and the 24h version). This means that after the update, the leaderboard will probably be quite volatile while players optimize their play style for the new scoring system.
For the ladder, we are maintaining the current rankings, but starting from the update, the score value of runs will be used to decide the winner of a challenge.
Currently, you can not see your score during a run, but we are working on an update to this.