Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Able to travel to locations on subway
You can already travel to other stations, do you mean to all map locations? I wanted to avoid this because it would discourage exploration, a lot of smaller little bits might be missed if you can fast travel to any location previously discovered.
No batteries needed
I'm still working out how the torch will function in the full release, I think there does need to be something that puts a little pressure on the player, but I concede that having it die and become unusable isn't the right choice. Batteries now auto-consume anyway so you can even forget about them completely.
Improve inventory management IE: Resident Evil
I agree, I need to work on the inventory a bit, at the very least, some organisational features and the ability to drop. Keep an eye on the updates!
Each Safe house with separate supplies
Absolutely agree, Safe Houses will be in for an overhaul soon!
Health and Ammo indicator display
I'm afraid this won't be making it in, I purposely designed the game with as minimal UI as possible, having all that information on at all times removes any kind of uncertainty the game tries to instil. Sorry. There is scope however to communicate this information some other way, like a watch that can be checked or something like this. Ammo is already shown when you aim, however.
Reloading guns is glitch y
Thanks for reporting, I'll look at the reloading, is there anything specific you noticed?
Able to go back to earlier saves list
Absolutely this is on my list, thanks for the suggestion!
Direction indicator
As above, this would kill one of the main aspects of the game, which is exploration, even as an option I want to avoid explicitly telling you where to go. I'm more a fan of the level design doing this for you.
Thank you so much for playing and having such an active part in development. I really appreciate it!
Nathan
Thank you! Check back tomorrow for Anomaly Park and Twitchy's Terrifying Adventure!
Crafting mechanic is okay, but there are 2 bottlenecks for the player, being explosives and electronics. Everything else is quite abundant given that there is very little recepies to begin with. So... I think you might consider one or more of the following:
1) Add some thematically fitting ingredients to be guaranteed in some places. Explosives for the police station and probably bunker, and maybe add some radio shop for electronics?
2) Add more blueprints. Particularly maybe attachments for guns, maybe bootleg red dot, stock or a silencer? And also add factory made versions that player has to discover and loot.
3) There is an abundance of resourced due to the limited ways player can spend them. First thing you'd want is to give players more uses for it, particularly for scrap, adhesive and rubber, maybe an upgrade for a backpack or a flashlight (Radial lantern? Maybe throwables like a glowstick or discardable one time use weapons like shivs?). And the second thing is making them a little bit more abundant.
4) Shotgun ammo always crafts in a batch of 10, while pistol ammo craft can yield 1-5 bullets just like a regular loot. Is this intentional?
And on an unrelated note some more suggestions to mull over.
1) There are multiple typos to fix at a later date. Particularly in a museum on some of the exhibit plaques and one of The Doctor cutscenes has a doubled subtitles iirc.
2) Melee weapon variety is fine, but... Maybe one more gun? Lee-Enfield rifle? Please? :3
3) Visual desing of most location is astonishing, but some places look kinda empty, like the hotel, or just questionable like a member section of the Hippo club. Maybe a bit more deco?
4) Storms are so rare I only got one in my playthrough right when I was entering the ARC facility. Maybe introduce them in a scripted way after remaking safehouses?
5) Is there even a boss in hospital? If there is I totally missed it. If there's not, well... The hospital stands out from other main story locations for some reason.
6) Some achievements do not work for some reason. I do not have achievements for three ID's, Aegis project and some more while having completed the game and getting that achievement.
7) The game teaches the player that there is physics interactions and you can pick up and throw items but it's never used. Maybe at least some stacking boxes puzzle for extra loot on the roof of a bus, or something similar?
8) Mouse interaction while reading an email from terminal frustrated me the entire playthrough. It could help if there was an option to turn off backing off from a PC by moving your mouse away. Not a big deal, just QoL.
9) Witches and the Speaker often lose track of the player after blink, I suppose thats a bug. In particular they can blink through a wall and lose visual while that one note next to a lever you're not supposed to pull (which I did :3) states that they can blink if they see the destination. Thats very much not a priority, but their AI needs some polish at some point.
I hope you dont get overwhelmed, the game is actually fun this early in development and fully functional. I just want to get this game to 1.0 and make it even better. And have no less fun doing it than I did playing it.
"Beyond Hanwell is a fantastic game, but it can be a bit overwhelming at first. I agree that the PC screen is too easy to get kicked out of.
Regarding your point #3, If I recall correctly, I got an upgraded back pack but don’t remember where I acquired it.
As for your #4, I encountered a lot of bad weather during my play through. It added a nice challenge, but it could be frustrating at times.
I didn't get the artifact in your #6 until I was quite far into the game. It was a nice surprise, but I wish I had found it earlier.
Finally, I share your frustration with the throwing mechanic in #7. It would be great if we could select an item and then aim and throw it using the mouse. The current system can be a bit clunky.
Overall, Beyond Hanwell is a great game and some of my favorite weapons were the chainsaw and sledgehammer. But a spoiler I would have liked to have known early in the game was the location of the shotgun!
I'm at Anomaly Park ticket window.
Update will be out in about an hour!
i just started in Twitchy and it looks fantastic with a totally different theme that really ads a lot to the game.
I killed twitchy, got the keys and opened the storage room. I assume that was the end?