Nightwatch at the Hopkins' Cliffside — patch notes and updates

Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| V 1.1.0 | 2026-09-24 | V1.1.0 This update brings improvements and changes to the light system. Hope you enjoy! Light Points - New window light lamp model - Window lamp mechanic completely remade - Now there are only 6 possible window lamps on the map. One for every room. - Depending on difficulty they can spawn in two adjacent rooms - Environment around them has been slightly remade to accommodate their addition - Fuel tank status on the light points is now displayed without decimal number - Refilling light points is slightly faster Hiding Spots - All hiding spots have limited time of hiding. After exceeding 30 seconds, tentacles block the hiding spots for 15 secon |
| First Day Patch | 2025-10-03 | 2 New anomalies Fixed default Effects Audio value |
| The Nightwatch Has Begun! | 2025-09-29 | I'm so excited for the release of my game. When I started this project I didn't knew how much of my ideas would change, transform and evolve. I am proud of what I did and of all the skills I have learned. This isn't the end though! I will continue adding anomalies, as I still have many great ideas in mind. Some even better than what already is in the game.I can't wait to see players finally step into the cliffside house, detect anomalies, and scream at the Strider or the Observer.I hope you’ll enjoy the game, and don’t forget to share your experiences! |
| The Incoming Release of NatHC - The Story of Development | 2025-09-27 | The Incoming Release of NatHC – The Story of DevelopmentWith the release of "Nightwatch at the Hopkins’ Cliffside" just around the corner, I thought it would be a good time to look back at how far the game has come during the last year and a half. A lot has changed since I first started putting together the earliest prototypes — both in terms of visuals and gameplay. From the Lighthouse to the Tetrahedron, and especially the layout of the Hopkins estate, everything went through multiple iterations before reaching the state you’ll see in the final game. Below I’ve gathered some comparisons to showcase this journey.The LighthouseThe Lighthouse |
| DevLog #3: Enemies | 2025-05-30 | Welcome knowledge seeker. It's been a while. In this update, I’ll cover the design and implementation of the hostile entities — their behavior, their AI systems, and how they interact with the environment and the player. None of this is directly explained in the game, because it's a part of the experience. That's why I advise you not to read this if you haven't played the game yet. It can, and probably will, remove a big part of the first time experience, which unfortunately you can't live through twice. I am also getting a bit into some technical stuff, so I'm writing this for people who already played the game, want to get some idea of how |
| DevLog #2: Map Design | 2025-02-11 | Hi everyone! In this DevLog, I want to talk about the environment and map design of Nightwatch at the Hopkins' Cliffside. Creating a space that feels immersive, functional, and visually interesting has been one of the biggest challenges for me so far, especially since this is my first time designing a large, detailed environment. I had to balance gameplay flow, optimization, and atmosphere while making sure everything fits together in a way that actually makes sense. So, let’s go over some of the game areas and what I’ve learned along the way! Designing the Hopkins Estate The Hopkins Estate is the main structure in the game, and its layout pl |
| DevLog #1: Anomalies | 2024-12-23 | Hello everyone! Welcome to the first deep dive into one of the most important aspects of Nightwatch at the Hopkins' Cliffside: the anomalies. These mysterious occurrences are at the heart of the game... actually the heart of the game. As you explore the eerie cliffside and its surrounding areas they can appear anywhere. Today, I’ll share a closer look at how anomalies work and how you’ll interact with them, gameplay-wise and I'll also share technical details of how everything works behind the scenes. What Are Anomalies? In the world of Nightwatch at the Hopkins' Cliffside, anomalies are reality-breaking events or objects that defy logic. They |
| DevLog #0: Welcome to Nightwatch at the Hopkins Cliffside | 2024-12-04 | Hi everyone! I’m excited to kick off this series of DevLogs for my game, Nightwatch at the Hopkins' Cliffside. This is a first-person thriller horror game that puts players in the role of an investigator inspecting a remote cliffside house. Your task? Uncover and neutralize supernatural anomalies while, as it turns out, trying to survive. Why am I making this game? Game development has been a personal passion and hobby of mine for a long time. While I’m still working on my skills, I wanted to take on a project that could put my knowledge and creativity into practice. The idea of creating a horror game - something that thrives on atmosphere, t |