Enemy AI & Stability
• Fixed several rare states that could leave the Nurse stuck, permanently passive, or unable to resume aiming or patrol.
• Improved Nurse navigation around doors, cabinets, corners, and unreachable patrol points. She now recovers faster from patrol loops and investigates sounds on the correct floor.
• Improved locker attacks, gun recovery, and respawn reliability, including fixes for rare pistol duplication and visible repositioning.
• Fixed the Doctor becoming stuck after interrupted traversal sequences or interactions with the sliding library door.
• Fixed long-distance locker grabs that could make the Doctor appear to teleport.
• The Doctor now notices players who leave a locker while he is searching nearby.
• Fixed Max remaining stuck in his walking animation after safe-zone or teddy-bear interactions.
Gameplay
• Items placed or dropped inside drawers now remain stable and follow drawer movement correctly.
• Door interactions are more reliable when aiming near highlighted edges and frames.
• Fixed rare bear-trap, fall, and death-sequence edge cases that could leave controls or triggers in the wrong state after respawning.
• Improved interrupted sequence handoffs to reduce animation pops.
Audio
• Improved chase-music transitions when the Doctor and Nurse enter or leave pursuit.
• Added stronger floor-to-floor sound isolation throughout GrimmHaus.
• Fixed sewer ambience leaking into upper floors and restored Larry's idle breathing audio.
Visuals & Options
• Increased the default brightness from 0.5 to 0.7.
• Fixed several Brazilian Portuguese localization issues.
• Minor emissive-material fixes.
A huge thank you to everyone reporting bugs and sharing feedback. We'll keep hunting down edge cases and improving the experience patch after patch.
If you run into anything unusual, leave a comment and let us know. We're reading everything.
See you in the asylum.
