
Today, we are incredibly excited to release our first Quality of Life update for Halloween: The Game. Patch 1.1.0 was built around community feedback and delivering on our promises of improving the overall experience for our players. This update is bursting with a huge number of bug and crash fixes, optimization enhancements, meaningful balance changes, gameplay improvements, and more!
While we are thrilled about our first major content drop coming later this month, addressing the issues impacting our current players remains a key priority for the team. Patch 1.1.0 demonstrates our commitments to Halloween: The Game and our amazing community. Thanks so much for playing!
Crash Fixes and Optimization
Our first Quality of Life update features a variety of crash fixes and refinements to performance and optimization. We are continuing to monitor opportunities for additional performance gains with future updates, but players should notice improvements across all platforms with 1.1.0.
Performance Improvements
Added support for DLSS-G
Shaders now precompile at startup on PC
Improved performance when using DLSS, FSR and XeSS
Improved CPU and GPU performance across all maps
Improved Xbox Series S stability
Crash Fixes
Fixed several crashes affecting players using specific AMD hardware
Fixed several crashes that occurred during Story Mode
Fixed several crashes that occurred during Execution cinematics
Fixed crashes that could occur when using Quick Resume on Xbox Series X|S
Added a “Graphic Card Not Supported” message for users on hardware below minimum specs
Various other crash fixes
Match Pacing Adjustments
Our team has been closely monitoring match pacing as players have become more familiar with the core gameplay loop of Halloween: The Game. Today’s update includes a series of focused adjustments designed to minimize objective rushing and slow down overall match pacing for both Michael and Civilian players. We’re discussing additional tuning opportunities in this regard, but the following changes are designed to increase tension and encourage deeper strategy.
Escapes and Escape Items Adjustments
In many instances, the Storm Cellar Escapes were simply too reliable, which led players to prioritize these escape routes over others. In an effort to adjust early match pacing we are making Storm Cellars more challenging to open while also introducing some adjustments to Escape Discovery Distance.
Discovery Distance for Escapes now scales with match time, increasing as matches progress
Reduced the amount of Bolt Cutters, Gas Cans, and Escape Keys that spawn in a match
Made adjustments to Escape Item spawn locations to reduce instances where multiple may appear in close proximity
Reduced the Storm Cellar Escape Capacity
Reduced the Gate Escape Capacity
Increased the amount of Fuses that spawn in a match
Increased the minimum amount of Escape Blockers that may appear on Storm Cellars
Increased the amount of time required to Clear Overgrowth
Bloodthirst Tuning
To further address issues regarding rapid match pacing, we are also tweaking the amount of Bloodthirst required to gain Bloodthirst levels as Michael. Stalking and performing Executions will now feel far more impactful to overall Bloodthirst gains compared to simply racking up basic kills as fast as possible.
Increased Bloodthirst required for each Bloodthirst level
Increased Bloodthirst gained from Stalking and Executions
Increased Bloodthirst gained from a successful Grabs and attacks
Shape Jump Adjustments
Reduced Shape Jump visibility range at Bloodthirst levels 1 and below
Reduced Shape Jump movement speed at Bloodthirst levels 2 and below
Increased Shape Dash movement speed
Slashing/Stun Lock Adjustments
Our team continues to monitor the dynamics of melee combat and various stunt interactions in Halloween: The Game. We want to ensure that melee combat feels reliable for both Michael and Civilians but we’ve also identified instances where Civilian players feel they don’t have the proper agency to counter incoming attacks. We’ve made further tuning to prevent instances where players are “locked” in repeated stun states.
Increased Civilian Stagger and Stumble cooldown from being hit by a melee attack
Increased the delay between the initial strike of attack combos for the Hatchet and Meat Cleaver to prevent players from repeatedly using the initial attack instead of continuing the combo
Reduced damage increase from Bloodthirst tier 2 and 3
Reduced attack speed increase from Bloodthirst tier 2 and 3
Reduced the duration of the slow applied when taking melee damage
Reduced the amount of slow applied when taking melee damage
Increased the effect of the brief movement speed buff gained when taking melee damage
Late Game QoL
Late game hunting can be challenging for Michael, especially when targets are inside Hiding Spots. We’ve made a few changes to Stalking to streamline the end of match experience and help Michael players clean up those remaining Residents and Special Targets.
Residents, Special Targets, and Civilians now become Stalked if they are in a Hiding Spot during the final 60 seconds of a match
Residents and Special Targets now become Stalked if Michael receives the objective to “Finish Off Haddonfield”
Stalked targets are now visible in Hiding Spots when either of the above criteria are met
General
Added 1 New Context Execution
Enabled volumetric fog on Xbox Series S
Passive Challenges no longer appear as locked after Prestiging
Police vehicles now push aside obstacles upon entering the map until reaching their destination
NPCs are now able to reload flashlights
Increased damage for Kitchen Knife light attacks
Increased headshot damage for thrown piercing items and weapons (Pitchfork, Lawn Dart, Etc)
Made improvements to address the difficulty of completing various Passive, Progressive, and Story Mode challenges
Made improvements to NPC navigation and behavior
Made improvements to NPC Police navigation and behavior while searching
Made improvements to the animations for various Context Executions
Made improvements to various environments, animations, cinematics, and NPC behavior across all Story Mode Chapters
Fixed several issues where certain Progressive Challenges were not tracking properly
Fixed an issue preventing the Purely and Simply Evil Trophy from tracking properly
Fixed an issue where doors would sometimes be displayed with the incorrect door destruction state for Players if they were a client
Fixed an issue where the Car collision SFX would play repeatedly when colliding with a player
Fixed an issue where the Login Screen was not playing the Halloween music
Fixed an issue where the Lawn Dart was not destroyed after breaking
Fixed an issue where throwing certain items would cause them to be thrown in the wrong direction if something was obstructing the player’s camera
Civilians
Added an animation for Escaping via the Police Wagon
CB Radio activation timer now scales with match time
Civilians no longer need to hold the interaction button to remain in the Car Repair Minigame
Enabled VOIP facial animation in pre-match lobbies and AAR screens
Interactions are no longer interrupted when the Civilian player is startled
Perk Cards granted by spectators are now properly displayed in the tab menu
Players respawning as a Cop are now able to interact with Residents
Pocket Knife Struggle minigame difficulty now scales with Stalk tiers and Bloodthirst levels
The Car Repair minigame now speeds up with each consecutive success. Speed resets upon failure
Increased Civilian stamina consumption while sprinting
Increased effectiveness of the Bleed status effect
Increased Fall Damage taken when falling from higher heights
Reduced force output (shoving, meleeing, etc.) when exhausted
Reduced the effect of the Flare Gun on increasing Police Presence
Made improvements to various Civilian animations and interactions
Made improvements to the camera while driving or riding in a vehicle
Fixed several issues that were causing Civilian models or clothing to not display properly during Executions
Fixed an issue where Civilian players could break another Civilian player’s Ancient Amulet
Fixed an issue where Civilian players were able to interrupt other Civilian player’s conversations
Fixed an issue where players could briefly witness another player’s cinematic camera during an Execution
Fixed an issue where players could sometimes get teleported back to the bike when escaping a Grab after being Grabbed off the bike
Fixed an issue where players in a vehicle could become invisible for themselves or spectators
Fixed an issue where cars could still be driven while a car execution is being performed
Fixed an issue where Elusory (Tier 1) Perk Card was not applying the correct values
Fixed an issue where the Voice of Reason perk was not being displayed or applied correctly
Fixed an issue where Spectators could not give Perk Cards to players riding a vehicle
Fixed an issue where being knocked off the bike would not play the correct animation
Fixed an issue where the player’s own VOIP facial animations were not displaying for themselves
Fixed an issue where players could no longer emote after certain interactions
Killer
Michael now becomes more resistant to repeated shoves from the same Civilian within a short period of time
Shadow Strike now affects Civilian players on bicycles and in vehicles
Shape Mine now affects Civilian players on bicycles and in vehicles
Increased Michael’s damage against targets at Stalk Tiers 2 and 3
Reduced range for Downed Executions
Reduced the duration of the stun Michael receives after being countered by a Pocket Knife
Made Improvements to the Execution spacing detection to reduce the instances where Michael is unable to perform certain executions even when there is enough space
Made improvements to various Michael animations and interactions
Fixed an issue where the Grab lunge distance could sometimes fail under certain conditions
Fixed an issue where Finisher Executions could not be performed on Cops
Fixed an issue where Michael could be Blinded or Disoriented while in a Hiding Spot
Fixed an issue where Michael could perform an execution on a dead body
Fixed an issue where Michael could still use Shadow Strike while incapacitated
Fixed an issue where the Stalk Markers duration was not properly scaling with Stalk Tiers
Maps
Polished environments, lighting, and set dressing across all maps
Stalk line of sight improvements in various locations
Increased the amount of Pop that spawn in a match
Reduced the amount of First Aid Kits that spawn in a match
Made adjustments to the spawn locations for Civilians on East Haddonfield and Orange Grove Estates
Made adjustments to the spawn locations for Michael on East Haddonfield and Orange Grove Estates
Made adjustments to the spawn locations for Special Targets across all maps
Made adjustments to several locations to improve player navigation
Made adjustments to objects in several locations to prevent the player from becoming stuck when interacting with certain Hiding Spots
Made adjustments to objects in several locations that prevented the player from interacting with certain Hiding Spots
Made adjustments to objects in several locations to prevent the object from getting in the way of Escape interactions
Made adjustments to objects in several locations to address an issue where certain items could not be picked up
Made adjustments to Pocket Knife and Mysterious Item spawn locations to reduce instances where multiple may appear in close proximity
Made adjustments to ammo spawns to prevent single bullet pickups
Made adjustments to various Context Execution locations for proper cinematic placement
Fixed an issue where CB Radio spawns were not randomized on East Haddonfield
Fixed an issue where lights and switches could sometimes be desynced
Fixed an issue where players could become stuck inside certain Escapes
Fixed an issue where the Overgrowth for the Gate Escape would sometimes not disappear after being cleared
UI
Added a “Clear Unlocks” button in the Extras menu for clearing new reward notifications
Added a "Restart Required!" message for when a setting requires the game to restart instead of automatically closing the game
Added an indicator when opening the map to make it easier for players to find their own location on the map
Added an option to toggle Spectator Minigames
Michael's map icon now rotates with the camera instead of the direction Michael is facing
Perk Roll progress is now passively gained while the Spectator Minigame is toggled off
Players are now also able to see the vehicle escape icon while in the vehicle as a passenger
Story Mode Challenges now display a notification when failing a challenge
The AAR now displays the amount of Perk Points you gained from the match
Total Perk Points are now displayed on the main menu
Updated various map icons, item icons, minigame icons, and status effect icons
Various UI improvements and fixes for menus, objectives, notifications, and HUD elements
Fixed an issue where the vehicle escape icon would not appear for players driving a cop car
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