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Steam announcementView the game on SifterSeptember 23, 2026

Regular Update - Post Launch Improvements

GENERAL QUALITY OF LIFE IMPROVEMENTS

  • Improved the range and strength of the flashlight to see further in dark areas
  • Extended the transition time between maps to feel smoother and more consistent
  • Added a text prompt in the warehouse informing players how to access settings to view key binds and other settings

MINE MAZE

  • Added a second escape route option where you can unlock a door after finding a key, instead of the main exit where you just find an exit door that is further away
  • Increased player movement speed while in the mine maze
  • Added exit signs which point players toward the "main" escape route
  • Added a light to help guide players to the location of the key
  • Added an electrical buzz to the light to help draw attention to the area
  • Added additional items near the key to help draw attention to the area
  • Removed / shortened dead end paths to alleviate getting lost or repeatedly having to restart
  • Added a new connective path so it takes you to a new area instead of in a circle
  • Added new assets in some sections

WAREHOUSE (first map)

  • Made the objective prompts less common after the first appearance
  • Added 3 new lights to draw attention to important areas
  • Added a fan with ambient noise to draw attention to an important area
  • Added warning signs to draw attention to a puzzle
  • Increased the volume of an electrical hum to draw more attention to a puzzle
  • Added an exit sign above the main door to draw attention to the exit goal

DARK BUILDING

  • Changed the wall, floor, door, and ceiling textures
  • Slightly lowered the roof height
  • Slightly changed the layout
  • Made the key a lighter color so it doesn't blend into the table

TUNNELS BEFORE THE APARTMENT BLOCK

  • Added a new "visual anomaly"
  • Added some more assets
  • Added a new text pop up
  • Changed the lighting to give it more visual variance

MISCELLANEOUS MAP / GENERAL IMPROVEMENTS

  • Slightly improved the lighting in the unclaimed property building
  • Increased the music volume in the tunnels below the unclaimed property building slightly
  • Decreased the music volume in the mine storage slightly
  • Added a unique door locked message in the mines instead of the typical "It's locked"
  • Moved the location of a few assets in the hospital wing / basement to make more sense being there
  • Added a new text pop up in the hospital prompting the goal to leave the building through the main door
  • Slightly altered the pacing and text in the game credits

BUG FIXES

  • Fixed a bug causing a storage box model's textures to display incorrectly
  • Fixed a bug where players could get stuck in between chairs in the warehouse
  • Fixed a bug where breaking the door lock in the hospital could happen twice before opening the door
  • Fixed a bug where the volume setting could visually reset to the default value when re-opening settings
  • Fixed a bug with 2 locked doors which caused them to display the "It's locked" text infinitely until other text took it's place

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.