This is quite a substantial update, although you may or may not notice the changes. Most of the outward facing changes come from the new game save terminology. Your saved progress through the game is now referred to as "Soul Progress" to encourage players to use the same save until they get to the concrete end of the game.
In addition, the lighting compilation has been redone across the game with new parameters, so some areas may look slightly different as the lighting becomes more realistic and balanced. A good example of this is the factory escape ending (ending05.bsp).
Although achievements are a huge consideration at this point, I cannot guarantee that they will be implemented anytime soon, due to considerable constraints with game mechanics. That being said, I appreciate your enthusiasm for The Cleaning Game and would love to hear achievement ideas for memorable experiences that you have had during your gameplay. Even if I cannot implement achievements now, I might be able to sooner than I think.
[b]---
FULL CHANGELOG (FOR ADVANCED USERS)
---[/b]
[b]v1.0.2 | 19 January 2025[/b]
[b]Game Changes:[/b]
[b]SAVES[/b]
All saves in-game are now referred to as "Soul Saves" in order to make it more clear that you have to hold onto saves to progress through the afterlife campaign. You will see this change reflected in menu terminology.
All maps have had additional logic added to aid in keeping save progress intact on reloading.
Upon loading from a saved state, the game would occasionally toggle off features required for gameplay, not allowing players to use their flashlight, toggle flight, or would even disconnect players from the game.
Any problems related to the above should be resolved now, but as always:
Please report all broken saves, bugs, and any applicable steps to thecleaninggamefeedback@gmail.com.
In order to get the most out of The Cleaning Game, please play from your saves by using "Play from Save" on the main menu and then choosing "Continue Game" to play from the latest save or "Load Game" to select a save state from autosaves and manual saves.
[b]BETTER 4:3 SUPPORT[/b]
Some option menus have been shifted around to prevent text from getting buried.
In 4:3 aspect ratios, all menus have been shifted to the bottom and to the left to be more balanced and more reflective of the corresponding widescreen layout.
Map Changes (Slight spoilers):
Note: All maps have been recompiled using a slightly fancier bake that might change the way models appear.
- backshipment (Shipment back to factory)
[list]
[*] Hint behavior modified.
[/list]
- factory03 (Intro factory segment)
[list]
[*] Many more crates and boxes placed around.
[*] Luxel density optimization made on background wall.
[*] Gentle lighting added to map background/skybox area.
[*] Bright overhead light given a fancier glow affect.
[*] New signage added to give players another chance to engage with the factory's background and context.
[*] Added vent duct running along bench/deck area.
[/list]
- office02_hostage (Computer virus outbreak)
[list]
[*] Rebuilt cubemaps to exclude hint nodes from contributing to reflection sampling.
[/list]
- cleaning_game_demo (Demo):
[list]
[*] Demo has been recompiled with a more precise lighting method. You might notice some changes in the way models appear.
[*] Environment improved above demo lava pit. (New background room and vent models.)
[/list]
- ending01 (Lava Pit)
[list]
[*] Bad model light sampling fixed directly above lava pit.
[*] Many lights dimmed for better visibility and composition.
[*] Conveyor belt accessible without flight has been given an interior space.
[*] Light models added for some lights that appeared to come from nowhere.
[*] Many shelves added to cauldron area.
[*] Offshoot corridor entrance made wider.
[*] Fixed some bad structure prop placement.
[*] Added more messages to find around the map.
[/list]
- ending02 (Basement ending)
[list]
[*] Added some more shelves to sewer section and to breaker room.
[/list]
- ending03 (Road trip ending)
[list]
[*] Reworked environmental lighting and introduced real-time environment lighting.
[/list]
- ending04 (Chase ending)
[list]
[*] Changed behavior from screen in wide open room to give longer, softer fades instead of abrupt flashes.
[*] Chase music is now delayed so as not to start at an awkward moment.
[/list]
- ending04_trolley (Before factory escape)
[list]
[*] Made trolley ride much faster! Weee...! :D
[*] Added more background lighting to create more environmental interest.
[*] Added light flicker/toggle before trolley ride to take advantage of extra lightmaps.
[*] Reworked environment mapping on floor of trolley station.
[/list]
- ending05 (Factory escape ending)
[list]
[*] Added fancier casted shadows to skybox mountains.
[*] Tree shadows are now much more pronounced.
[*] Changed skybox smokestack behavior and smoke color.
[/list]
- death01
[list]
[*] Added sign to remind players to save Soul Progress in the Newlydead Archives to keep their point in the [REDACTED] Queue.
[/list]
- death06
[list]
[*] Removed possible softlock in first segment by shifting floating metal desks around.
[/list]
- home (Home)
[list]
[*] Added a reunion with your chargerpad. <3
[/list]
Texture Changes
[list]
[*] Fixed typo from floating text sign in death06.
[/list]
[b]---[/b]
For support and concerns, please email thecleaninggamefeedback@gmail.com.
Thank you for playing The Cleaning Game. <3