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Pseudo-Haunting — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
Ending 2 bugfix2024-07-12-Fixed a bug that prevented players from unlocking ending 2. The reason? I wrote “cd” instead of “CD” in the code. Programming errors are like politicians, the dumber, the more dangerous.
Minor update2024-07-10-Changed the trigger warning screen to include mentions of disorienting visual effects -Fixed a typo on the difficulty selection menu (How did this slip in?)
New game on the same universe2024-06-20I'll be honest: VERTIGROWL is basically vent art about how working on banking IT feels like. You'll fight obtuse systems, perform repetitive tasks, wonder what the hell are you doing, receive almost no prior info, and then complain with your fellow employees in a private chat room. To be more specific, in VERTIGROWL you take control of a window cleaning platform that takes a certain number of orders, and then executes them. Planning ahead will be crucial as you ascend through an eldritch spire. The game’s plot makes use of the “Haunted House” concept established in Pseudo-Haunting, meaning there’s going to be plenty of confusion and weird mon
Minor update2024-05-29Added a combat tutorial for chill difficulty since the default one was not appearing due to being tied to the (disabled in chill) random battles.
Quick bugfix2024-05-28-Fixed a bug that made the "Not a Safe Place" exit door lead nowhere. -Fixed a series of dumb mistakes that made the final vending machines unable to give the CD collectibles.
"Main menu disabled" bug fixed2024-04-06Fixed a bug that disabled the main menu if you pressed "Enter" too early.
Game released2024-04-05It’s been 6 months of figuring out how 3D works and facing the overwhelming dread that civilization might collapse before I finish this game, but it’s done. Making a retro survival horror was much more traumatizing than playing it, but here we are. Fatal Frame with a Stand Pseudo-Haunting has been released. This house is haunted, and so are you.
05 / 04 / 20242024-03-30It’s time. The game is done and tested, only minor improvements are left. I decided on Friday 5 for a release date so I can respond to bug reports or questions about puzzles during the weekend, if I released it during workdays I would only be available to answer those around 2 hours per day.
Devlog 3 - Gone gold2024-03-21It’s been a really weird journey. Despite all of the murder ghosts, odd puzzles and existential dread, you made it to the end. Pseudo-haunting is complete. I’m not going to spoil the last “chapter”’s gameplay gimmick, so I’ll just say it involves the only thing scarier than a good monster design: an invisible monster. So, what now? Testing, duh. So far I managed to play the whole thing with minimal issues. I plan to see if I can gather a small amount of playtesters and release the full game this April. Miscellaneous changes: Doors now have a slight glow effect so they are easier to see. Interactable buttons are now white instead of black so t
Devlog 22024-02-24Obvious spoiler warning for the gameplay! Personal space please So for the last devlog we had a bunch of separate levels, each set messing with a separate mechanic. Now the logical route would be mixing them for this chapter. Does this look like a logical game to you? For “chapter 3” I wanted to change up the gameplay since repetition can turn the scariest scenarios into a boring chore, so I decided to borrow yet another page from Fatal Frame. Specifically, the section in Crimson Butterfly in which you lose your combat mechanic and have to run away from an unbeatable chaser enemy. There’s a catch, though: the normal enemies can still be encou
Devlog 12024-01-05So it’s been a while. Turns out making a classic survival horror takes time even if the backgrounds are close to minimalistic. Gamedev is a prison, and I have Stockholm Syndrome. Former laboratory The main bulk of progress has been the laboratory area. This would be considered the second “chapter” in the game, although it’s a lot bigger than the remaining two chapters I have planned. Remember that part in the demo where you could do 3 puzzles in any order? The laboratory is similar, except each door leads to a series of puzzles and fights centered around a new mechanic each. For instance, one of them involves a projectile type that can be blo
Minor demo update2023-11-06Fixed a bug that made some enemy bullets phase through the player’s real body even if they touched it. Reworked the pause menu. Added the option to disable the dither effect.
Demo 2.0 released2023-10-31Changed the graphic’s distortion effects to be higher when on real body and lighter when on ghost body. Modified the protagonist’s walking animations. Modified the protagonist’s walking speed to match the limp walk animation (Slower when taking a step, faster when dragging the limp leg, overall slightly faster). Minor adjustments to the game’s physics. Made interactable documents easier to see. Documents that can only be read when in real body are now colored red. Documents that can only be read when in ghost body are now colored blue. Changed the sounds for taking physical and psychic damage. Enemies have higher HP but lower spawn rates. Ene