Fixed an error that fired on every room you entered after your first dungeon run of a session. Room-change audio and room tracking no longer stop updating on your second and later runs.
The game no longer holds on to rooms from a previous run after you return to the mansion and start a new one.
Fixed a bug that could kill interaction for the rest of a run — no "E" prompt on doors, items, clocks or anything else, with no way to recover short of leaving. The trigger was co-op: if a teammate finished a shared press-and-hold object (winding a grandfather clock, switching off a radio) while you were still holding it, your release was silently dropped and interaction never came back.
Press-and-hold interactions now always release cleanly, even when the object changes state mid-hold. If a hold ever gets stranded for any other reason, the game now closes it by itself instead of leaving you unable to interact.
Objects that are switched off no longer offer an interact prompt at all, so nothing can be "used" in a half-initialised state.
Fixed an error when picking up items that could leave the item lying on the floor after it had already gone into your bag, letting the same item be picked up over and over. In co-op, affected items stayed visible and collectable for everyone else in the run.
Bombs in the air could show a "Pick up" prompt. Taking one handed you a free bomb while the live one stayed in the world, so the same bomb could be farmed over and over. Thrown bombs are projectiles again and cannot be picked back up.
Pickup sounds now actually play. They were being cut off the instant the item was removed from the world, so most pickups were silent.
Pickup sounds now respect the Master and Sound Effects volume sliders, and no longer carry across the whole level.
Room codes are now cleaned up before we use them. A code pasted with a stray space, a line break or a dash in the middle used to fail outright — it now connects you like any other code.
A code that genuinely can't work is now caught instantly and says so, instead of sitting there for 12 seconds and then blaming a host we never contacted.
Pressing Join with an empty code box did nothing at all — no message, no sign anything had happened. The button now stays greyed out until you enter a code, and hitting Enter on an empty box tells you what's missing.
Failed joins no longer report the wrong cause. "Nobody answered" is now only shown when we actually reached out and got no reply.
Fixed a crash in the Steam networking layer that fired every time a connection attempt failed.
- News and updates
- The Clownhouse
- Co-op interaction, item pickups and join-by-code fixes
Source: Steam Community (opens in a new tab)
