A tech-noir survival horror short story, set in the urban decay of a long abandoned British city. Solve environmental puzzles, manage limited resources and fight for a way to escape beyond the wall.
Hi all, I hope you've been enjoying the updates to Hollowbody since release.
Since the game's release I have been focussing on improving technical aspects of Hollowbody and fixing various bugs based on community feedback. Over the past weeks I took some time to reflect on more general feedback, in particular taking note of game pacing and narrative aspects that didn't quite hit the mark for everyone.
During this period of refection I looked back at my original design notes for Hollowbody and some of the aspects of the game that were cut due to time constraints and various other influences. There came a point in development where I had to really lock-in the game structure and focus on the core design work that would see Hollowbody through to release. Whilst I am very happy with how Hollowbody released and the fantastic reception it's received from players, there were some narrative threads missing from the game that contextualize Echo's place in the grand scheme of Hollowbody's story.
This update looks to remedy that. Alongside some additional interactions and puzzle sections added to the later stages of the game I've been working on a larger optional puzzle that spans several locations, with the solution hopefully clearing up some confusion players had about the city's restoration efforts and subsequent downfall. Keep an eye out for new inventory items or changes in the environment.
[b]Patch notes:[/b]
[i][list]
[*] Additional puzzle section added to High Street Part 1
[*] Additional puzzle section added to High Street Part 2
[*] Additional puzzle section added to Underground Station
[*] Additional multi-stage puzzle added spanning several locations
[*] Four new small interior locations added
[*] Layout and camera tweaks in High Street Part 1
[*] Layout and camera tweaks in High Street Part 2
[*] Complete rework of cameras in Underground Station
[*] Performance optimizations for all exterior locations
[*] Run speed increased in all exterior locations
[*] Follow camera recentre time increased in all locations
[*] Tweaked pistol ammo drop rate
[*] Five additional achievements added
[*] Fixed issue with shotgun ammo not being saved/added
[*] Fixed text error where makeshift axe is called makeshift spear in inventory status
[*] Fixed issue where hammer can be picked up again upon returning to apartments
[*] Fixed issue with enemy visibility during certain cutscenes
[/list][/i]
Once again thanks for all of your support! With this update finished I'm looking forward to taking a bit of a break to recoup some energy for whatever comes next for Headware Games.
Cheers :)