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
No problem, can you explain a little further? Like you click the button but it doesn't change? or you click the language button and nothing happens, you never see the options?
1. Throwing a smoke bomb can hit Hachi.
I know she's a ghost lady but you'd think that this would be something that could happen and briefly stun her, helping you escape. Also, perhaps make sure that a throw done in FPS mode is actually aimed based on the FPS look. Especially if smoke bombs are intended to distract Hachi for us.
I also would not be opposed to a smaller starting size for Hachi's bust so the effects of the smoke bombs are more noticeable for such things.
2. Brightness Setting.
I know the setting is meant to be "super dark and spooky", but I find it especially difficult to see ANYTHING without the flashlight being on or close to a light source. A brightness setting would quickly fix that issue, although I don't know how feasible that is.
3. Sandbox Mode
Self-explanatory. Ability to toggle Hachi's aggression for easy smoke bomb landings. Invulnerability so you can enjoy her in first person for longer. Things like that.
4. Jizo locations marked
This one I'm willing to bend a little on. Because I've found one regularly. But after finding its intended spot the first time I've never been able to go back to it. So my suggestion is not necessarily "mark immediately" (although that's perfectly fine by me since Hachi can basically spawn where she wants). My initial thought was "Oh, you found this once, so it's always marked for future attempts".
5. You can't open doors or interact with anything else while carrying a Jizo
This may not be a bug but it's certainly a problem.
That's all I have for now. Currently trying to memorize the map enough to get started on the full run. That heavy darkness is such a problem though....
Oh she's not a ghost! The story will explain though! I am also planning a shrink bomb, and if it's something I can figure out how to do well I'd like to add a bust slider to the customization menu, but I can't promise!
Will be adding this asap!
Yes! This si the gravure mode which is in progress! I will share more soon, but this will be the first content patch coming sometime this month or next month depending on some factors
I actually tried to add this but was having a ton of bugs with it and visual issues. So I gave up. Making a map system has proven to be pretty difficult to me, but IF I can figure it out I will include that in an update. Maybe if the game sells enough I can afford to get one of the fancy plugins and use that instead.
This is deliberate but if you guys don't like it I can consider changing the design. You can drop the jizo anywhere and pick it right back up but I wanted to add a little difficulty. Maybe it's just annoying though lol
I've fixed it! the patch is live now!
*edit*
There seems to be significant issues, always involving the interact button. During the monologue at the top of the shrine, the interact button would not continue the conversation.
Also, if you try to open a door from the wrong side, you will lock up from moving for a second or two.
Also with grenades, you can't throw them at your feet? Only at a set range? Seems like their usefulness is only in extraordinarily timed/positioning situations.
AKA: They are useless.
Can we get some kind of advance warning sound that she is teleporting near you? Games that rely on cheap tactics like teleporting enemies is already annoying... but she is a ghost, so I'll give it a pass, but it would be nice to know when you are about to be screwed.
A zoom in/out feature on the map would be nice, but if the map limitations are intentional, then can we at lease have the ability to leave markers on the map? Even simple dots would help with navigation.
Investigating both. Do you know of any more examples. I think I know what's going on, but need a little more confirmation if possible. Will try to patch tonight
This is an unfortunate quirk with the interaction system, I am trying to smooth it out because nothing should be stopping the player movement when interacting with doors. Will try to adjust as soon as possible
I think I can add a sound for the moment she appears or something, maybe some VFX too. Will have to experiment and add it in a few days though. You should hear her footsteps pretty loud the moment she appears though.
I said it above but I am having many issues with the map, I decided to keep the basic one in mostly so that there is at least some help, but adding icons other than the player (and hachishaku when it decides to work) isn't really possible or their icons would be visible in the sky and look really bad. If anyone has experience with this please let me know and I will gladly make the fix. I've not found great information for it though...
When she does teleport, she typically isn't within aggro range. It's more so of a irritation of the fact that she obviously teleports. If it were more not as obvious (like you couldn't see it happen), then it wouldn't be as immersion breaking. Then again... she is a ghost.
So an extra advance notice doesn't really seem to be the issue, but that fact that you can see it happen. Otherwise, it isn't really a broken mechanic, it just reminds you that you are playing a game.
As for the map, I suppose a marker system wouldn't entirely be needed. I guess it depends on how each player likes to play their games.
I guess you have to view it like the limited mechanics of an old-school game. You just have to hard memorizes where everything is at a given time.
Probably just an adaptive thing. Limitations on mechanics is part of what makes horror game horror games, I suppose.
Haha somewhat, but I do want to improve everything I can based on feedback, so I really appreciate your time and thoughts. I was able to adjust the car and shrine interactions you mentioned and they should be good now. I think I also figured out the door issue, but will wait for a little more feedback tonight before pushing another patch.
I sincerely appreciate everyones thoughts so far!
This needs to be like, critically high on the fix list. Obviously the freezing is only happening with certain set interaction on the map.
The whole getting down to one statue, then freezing, is a joke.
I'm out for now, it's too irritating.
Is it happening on the statues when you first pick them up? or when dropping them near other interactions? I am trying to narrow down the problem
So once you drop them they can't be picked back up at all or the game freezes or the player cant move?
I've pushed a new patch! You should be able to hit backspace to escape text interactions now as a fail safe. I've also made the interact trace for third person view more strict, so you gotta make sure the crosshair is over the item properly!
OH also, if things get stuck try switching to FPS mode with RMB and interacting again with E/LMB too. IF I can get more data I can maybe figure out what's breaking.
Thank you both for buying the game and Im sorry it had an issue that made it harder to enjoy. I hope I was able to fix the issue for you!