Domain of Hallucination — 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.0.4.4: Hit-Trap no more | 2026-11-02 | Hey, Party People!Just a quick little fix that's going to save you from getting hit-trapped sometimes. Most noticably, whenever while getting trapped in the boss's vine attack. I thought it was important enough to warrant its own update, since it can be run-ruining in some circumstances. It's interesting, cause this one has been lurking in the codebase for a while now, but hasn't been that relevant since we haven't been using the status effect system much until later in development. Good riddance, I guess. Have a good one! Jonas Wiesli Team Quintuple-APatch NotesChanges4 new conversationsSlightly adjusted text for an unlockable part of the ma |
| v.0.4.3: Moreshadowing! | 2026-10-21 | Sup! Howya doin?We took a lot of notes at HeroFest (both in what people wanted and how people played), and with that feedback, we ended up with a good long list of changes! Do, for this update, we just crammed everything we could in this update! Too many to list up here, but I prepared a small selection:Clock Rocks no longer have a passive effect, but an active one instead. That way, the optimal strategy doesn't involve having your pickup slot always being blocked. Also, since it's still somewhat confusing for new people, instead of giving them Clock Rocks when the boss entrance is ready, they get a "Shard of Discord" instead. It ports them d |
| v.0.4.2: Foreshadowing! | 2026-10-01 | We're not dead! (Bit of a grim thing to write under a post titled "Foreshadowing!", but I'll take my chances.)Yeah, it's been a second since you've heard from us, but I assure you, we've been busy. Not necessarily on DoH, but largely with, y'know, life stuff. And... some other projects! If things go well, you might get a glimpse at what some of us have been cooking up in the future. If you happen to be at HeroFest in Berne the next three days, come on over to our booth to see us in the flesh! We even have a lil goodie for you this time, apart from the sick stickers: If you beat the first boss, you'll get a code that grants you access to a sec |
| v.0.4.1: Visions & Vignettes! | 2026-07-08 | Sup! Originally, my plan was to take a bit of a break from DoH, to fix some issues with older projects up on itch. Then I got the idea for an overlay shader that didn't leave my brain for a week, and now we're here. So, now there's this moving vignette on-screen while you're hallucinating. Had to tweak it a bunch so it doesn't interfere with gameplay and/or make you sick, but I think it adds a lot to the feeling of differentation between fantasy & reality. As I was in a groove to play around with shaders, I added the first half of the engraving-quest you get after beating the final boss. Here's a lil sneak peek:I've added these as milestones |
| v.0.4: Dialogue and Tutorials! | 2026-06-07 | Heya! Been a second. Nice to see ya! Three weeks ago, we were at Fantasy Basel again this year, showing off the update lil bit early. Look at this awesome sticker design Carla made! If you've missed it, maybe you can pick up one at HeroFest in Berne. Due to all the other team members being significantly more employed than me, this update was largely a one-man-show. Well, not quite. First of all, as usual, Maisa did a fantastic job on the sound again, adding tons of audio to make the game feel more lively. Never underestimate the power of a good soundscape. Second, a lot of the story being told was already loosely conceptualized back when we w |
| v.0.3: Memories, Towers and tons of QoL! | 2026-03-15 | Sup! Kept you waiting, huh? We're back with some more more changes, this time again with a bigger rework. Before we get into the specifics, here's a little something regarding planning: On the Steam page, we've set Winter 25/26 as out goal for the full release. What we kinda forgot after three years of higher education is that having a job or looking for a job is time-consuming! So, our timeline has been pushed back somewhat. Which is fine, since we're still planning on finishing the project this year and the current version of the game keeps getting updates, which we're making good progress on. But y'know, just so you know. Onto the update i |
| v0.2.3: Unique Engravings! | 2025-12-21 | Merry Christmas everyone! (Or whatever you wanna celebrate, I don't care as long as you have a good time :) )Before we get into the update, some news: We've been nominated in the category "Best Student Game 2025" at the SGDA Awards! Unfortunately, our plans to win were foiled by Pale Abyss, a first-person action RPG with a PS1-like art style. This makes us very upset, and we hope Permanent Crab Studios is struck by a terrible fate, like forgetting the keys at home when going out, or eating fajitas that are a bit too spicy. (Jokes aside, congrats! The game looks sick as hell, wishing you luck on future endeavors >:] ) Now, to the actual update |
| Version v.0.2.1 & v.0.2.2: Squashing an annoying bug | 2025-11-22 | Hey y'all,there's a been a pretty big bug that snuck into last version undetected. This is a good opportunity to have a bit of a technical talk about one of the issues when working with the Godot Engine: Circular dependency.Now, I am a big fan of the engine compared to others that are around. For making 2D games, it is definitely my personal favorite because of how straight-forward most components are, and by enforcing type-safety in the editor, you still get that robust foundation. And it's open source, so anyone can work on it if they wish. All around great stuff, DoH is built on top of Godot 4.3 for those reasons.But, working with it so mu |
| v0.2: Engraving Overhaul, New Weapons & Lots of Polish! | 2025-11-19 | This is a big one, folks!We've been hard at work, reworking major systems. The most central change has been reworking the engraving system: Now, there are distinct categories that correspond to different attributes. On one hand, it makes the inventory system a lot more understandable to new players, on the other, it gives us a lot more wiggle room when designing new engravings. This has resulted in more than doubling the available engraving count! Also, when & how many enemies spawn were adjusted as well, enhancing the pacing & making the game more engaging beyond the first two bosses. In addition, there are two new weapons! The Rod of Lightn |
| v0.1.3: Save System & Weapons Scaling Fix | 2025-11-03 | Hey everyone! We're back with another small update to give you something to chew on while while we're cooking up the engraving overhaul. Key here is more of a technical change to the way save systems work. We've switched to a system powered by Steam Stats before launch, but we later realized some issues regarding having to be always online to play the game. So, Marcel got to work & rewrote the entire system again to run locally. Say thank you to Marcel. Also, on a more gameplay-focused note, now all weapons are impacted by all stats. That means no longer needing to slot all your Penetration into Magic Shot, because the other weapons also bene |
| DoH wins an Award! Also: The Skip Button Patch! | 2025-10-12 | Hello everybody! Thanks for joining the early access & already playing so actively. Last weekend, we spent three days at HeroFest 2025 in Bern, showing off the game to the public for the second time (after Fantasy Basel this year). And we ended up winning an award: The Valiant Indie Games Award - Nox Award for Technical & Mechanical Excellence! (Those two dudes on the right are Jonas Wiesli (Director) & Marcel Schürch (Meta-Progression Master). You can tell this is day three of the con by how crusted up we are.) It was a huge honor, and we're very proud of the whole team for putting together something like this. It's a nice confirmation that |