
DEATHWATCHERS
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0.90724Jun 5, 2025 - Community AnnouncementsThink i've finally fully fixed the 4+ herb bug! Please message me if you encounter it again! You can now disable the hunting entity altogether in Deathwatchers & Clean up modes! Fixed infinite sprint! There was quite a few other bug fixes but i spent so long fixing the herb issue i forgot them... Lil Patch - 0.90722May 3, 2025 - Community AnnouncementsUpdated Spanish translation Entity hunt roar range has gone from 50-20, should still be heard on all maps at max distance, but should also help you with knowing where the entity starts its hunt Voids now last between 2-4 minutes. Instead of 3-6 minutes. Reduced the times between event activations on all difficulties, quite drastically on easier difficulties, this should reduce the length of easier rounds Void events and a few other event types would never be reinserted into the events loop, so that specific event would only ever occur once. This would occasionally cause a problem with the herbs system. I've definitely fixed various elements of the major bug where you can get multiple herbs. I'm hoping I've fixed the whole thing as I simply can not replicate it at all. I tried almost 100 times in a row and can't. If it does occur, please send me screenshots on the discord so I can pinpoint the error further! Hopefully entity sightings will no longer spawn ectoplasm when they shouldn't!Patch - 0.9072Apr 21, 2025 - Community Announcements- Added map layouts to each level safe zone (Except UMB Office) - Entities can now also hunt MUCH earlier on, however early hunts are really short, let me know how this affects your rounds - Added an 'Auto' option to the Event Logger which scans for every event type, but you get paid only 60% of the events total worth - Entity no longer does the secondary roar/scream when it hears something and goes to check that area - Rewrote the rewards giving system, so you should never miss a reward now, and it'll check at the start of the lobby if you've missed one and give you it. - Entities in classic now correctly hunt the player they're meant to hunt - Fixed a spectating bug with classic mode - Journal only resets at the start of an investigation now, so you can check your journal in the lobby - Added a few checks in place to avoid a bug that I couldn't replicate. It caused someone to not be able to switch/drop items. All bool checks are now made sure to be reset on level start/exit - All event logger tier scan distances have been increased - Rewrote some event logger code so it should never get stuck when waiting for it to reset on a failed log - Event logger result text now resets after the cooldown timer - Added some extra checks so hopefully entity sightings no longer spawn ectoplasm if they've been logged - Fixed a grid on the bedroom on Fall Lane - Reworked the classic grids in Eccleshill - Fixed an issue with the collision renderers on a chair prefab - Fixed a few classic entities in Eccleshill - Fixed the hiding spot near the staircase on Eccleshill (Entity could see you from the stairs) 0.907 - BugfixesApr 18, 2025 - Community Announcements- Fixed a major bug potentially causing an event to activate more times than it should - Hunting Entities now wait '3' seconds before hunting after slamming the doors and screaming - Fixed a text issue in the journal - Clothing items should no longer disappear at certain angles - Collision issue on Eccleshill - Flipped a grid on Eccleshill that was making events appear the wrong way around - Increased walking speed from 2.0 - 2.25 - Items not spawning correctly after being dropped in lobby, should now always get re-enabled. This was intentionally added to avoid a bug when players connect. The bug above is extremely rare, but there was a miniscule chance of it occurring. Now there's a safety check to avoid this.Hotfix - 0.906Apr 13, 2025 - Community AnnouncementsCHANGES Sprinting New run animations. You have a run cooldown bar that gets consumed as you run. If the bar gets fully consumed, resetting the sprint takes longer. There's no penalty for fully consuming the sprint bar other than the extra reset time. Walk speed has been lowered a very small as you now run quite a bit faster! Tablet Buttons The ritual page button is now where the 'log' button used to be The Log button is now next to the journal button. Cameras & photos have now been moved over to the right once each Other Moved the fuse box on fall lane Bug Fixes Fixed a major but rare bug, where 'Amount or less' events could have one more occur than is intended Fixed a major bug causing people to not load in properly when connecting to a lobby Fixed a major error that would cause the game to stop loading back to lobby when you leave with event loggers greater than tier1 Lobby ready up button alignment fixed Emf should no work correctly for clients! When banished, classic entities now play the correct audio again Event logger now only emits spatial audio (for the entity) when the scan is complete, not at the start Also the same for the parabolic ^ Fixed an issue in the journal where the event types number would overlap with the event type text None essential classic lightings will reset after being logged Event visuals should now never be active while they're being moved/placed in a room Fixed an error when returning event/parabolic loggers to the player Male torso event should now correctly fade out 'Object Move' events now work in classic again Fixed an overlapping issue on the level select board Fixed various event collision issues Hotfix - 0.905Apr 11, 2025 - Community AnnouncementsSorry this took a bit longer than i was hoping, but there's a lot in this one! Thanks for playing everyone, you're all awesome! - Fixed a major bug that would potentially cause more than 3 herbs to be correct - Fixed a major bug that would cause a crash when you set custom location settings and then change the location - New more compact tutorial board in the lobby. Covers most of the core mechanics and it's all in one place. - Entity should no longer accidentally hit people really far away - Entity should now be able to melee you when you're super close - Fixed a collision issue on Eccleshill - Fixed a grid issue where the floor grids would be used in DeathWatchers mode - Fixed a grid issue on Fall Lane that would block you on the staircase - Classic mode ghost zapper sound should be a lot quieter now - The previous investigation board now shows deaths & money lost correctly and in the correct order - Classic now works on Cell Block L again - Rooms that aren't used in classic mode, no longer show as a room you can log stuff in - Orbs, Lighting & Entity sightings now work in classic mode again - Main door should no longer be able to get blocked by an event on Fall Lane - Disappearences now return in classic again! - Disappearences, Orbs, Sightings and lighting now get incremented correctly in classic. So the amounts will be correct on the previous investigation board - Fixed a bug with entity sightings in classic mode - Multiplier works correctly in classic now - Parabolic Tier 3 can now correctly be upgraded - Entity sightings should no longer spawn ectoplasm if they've already been logged - Fixed a few issues with the level select board - Returning to main menu from Fall Lane and Cell Block L is now fixed - Pause menu no longer stays open on classic mode when exiting from the pause menuHotfix 0.903Apr 6, 2025 - Community AnnouncementsJournal cross offs now no longer cover the event data Journal animations should no longer ever be off centre Clients EMF's can now detect dissappearence events again Entity speed on UMB fixed Events not activating on UMB fixed Classic events now reset once they're logged Dead players can now see much more clearly Gear will now always auto return unless you're DeathWatchers multiplier is less than 1.75! I THINK I've fixed the stupid arms disappearing bug! Classic entities should now hunt the correct tables! Hopefully when people join at a similar time, there shouldn't be any issues with peoples characters being invisible anymore! Fixed a collision issue in the upstairs hallway on Eccleshill Added some extra info to the level select board, plus some extra warnings Hotfix 0.902Apr 5, 2025 - Community AnnouncementsClassic entities should now all be banished correctly when using the flashlight New classic room tables allocated properly (I dun goofed with their ID's) Collision improvements on Eccleshill Removed some old text from the lobby HotFix 0.9.01Apr 5, 2025 - Community AnnouncementsEccleshill wall collision fixed Money earned for Classic and Clean up modes is now corrected! Hopefully arms should no longer disappear (if this happens, please message me!), a quick fix is simply restarting the game, but it should no longer occur Extra light added to Eccleshill safe zone A few other minor bugs! Please message me on discord if you find a bug!Major Update - 0.9Apr 4, 2025 - Community AnnouncementsWhat's New? New Game Mode - Clean Up You're the crew that DeathWatchers send in to clean up after an investigation gone wrong. You've got 2 minutes to inspect & memorize the location before the night time investigation begins. You then return later that night to clean up the location as quickly as possible. You've only got a small amount of time before the entity is free again. With limited gear and no way to protect yourself you've got to clean up events by logging them as quickly as you can. Try to log them all before your time runs out. Steam Community Items DeathWatchers' community items have been submitted for final approval (had to tweak a few things), which means once approved, you'll be able to collect DeathWatchers trading cards, backgrounds, emoticons etc! Major Reworks Eccleshill Estate Eccleshill Estate is now using the 'New System' New Lighting update Vegetation overhaul, new grass, trees, wind effects etc Various other visual updates, nothing major, but does look quite a bit nicer Should be more lit (both meanings) too Enfer Station Enfer Station is also now using the 'New System' New Lighting update Map size has been decreased, the tunnel now ends at the 'Fuse Room' Has a new 'room' called the 'Store' The trains are now blocked off and can't be entered, simplifying the map Enfer stations rework now prioritizes the platform as being the focus of the map. Players will no longer have to venture far from one another. I think these changes are very positive for the map and should definitely turn this into a favourite UMB Office UMB is also now using the 'New System' This is a pretty drastic change, the map is now a completely different layout, it may seem bigger, but it's not really. It's more just a maze now. A few new secrets have been added to the map along with some 'odd' lore things The Entity on this map is now in a constant 'hunting' state and is always looking for someone to consume Void sticks will only stop it from hunting for a short period instead of outright cancelling the hunt If this change is disliked, I'll change the map again. Simplifying it. So please do give me your opinions on the new UMB Office. Updating these locations to the 'New System' may not seem like a big deal. But I essentially have to re-do most of the location. New System means that the entity now works on a vision based sight system, so you can actively hide from it as long as it can't see you, without needing a specific hiding location. Events are completely random and you'll never have a round that's even remotely similar again. Each map has an obscene amount of 'objects' that can be an event. Changes Lights will no longer instantly enable/disable, but will fade in/out - this is also true for Lighting Events Player 'sprint' now builds up and slows down a lot quicker The entity will no longer retain a target once they've left the locations boundary Thunder sounds should be quieter Event Logger outputs messages slightly shortened Lobby level select boar...0.84 - Bug FixesFeb 15, 2025 - Community AnnouncementsCustom settings should correctly reset on return to lobby now Journals should deactivate on return to lobby Previous Investigation Board should now always be correct for everyone (re-wrote a lot for this)! Floodlight T3 now spawns the correct item Audio Events should now work correctly on Cell Block L Challenges shouldn't any longer randomly activate when you've not completed it Lots of other fixes but forgot to write them down, whoopsie Hotfix - .815Jan 5, 2025 - Community Announcements- All flashlight tiers have been given a buff - Various flashlight bugs fixed - Parabolic T2 should now be buyable - Difficulty achievements should work again 0.805 HotfixDec 23, 2024 - Community AnnouncementsUpgrades should now all show the correct text Locations will no longer be buyable when you already own them Equipped gear resets on lobby return EMF breaking in hand should also now be fixed Snow lobby fixed Money tracking fixed Whoops, negative money quickly fixed lol Holidays Content Update (0.8)Dec 23, 2024 - Community AnnouncementsHey, everyone! I've been hard at work on this patch for quite awhile now, and although there's no new gear per se, no new maps and what not this is without a doubt the biggest content update yet. This update really makes the game more of the idea that I originally had. The patch adds a lot of longevity to the game and gives y'all fresh challenges, literally, to complete! I'm actually going to take that break now, I kinda didn't do very well at that last time. But I mean it this time lol. There'll probably be bugs but as usual let me know and I'll get to them as soon as I can! Hope y'all enjoy the patch and have a lovely holidays! {STEAM_CLAN_IMAGE}/44640497/106b7bc501b44f1a46aa0916c179db8a37b5a1ac.gif New Stuff Full levelling system from 1-50 Added a wide variety of challenges! Each piece of equipment now has a tier, T1,T2,T3, you unlock new tiers as you progress the levels - Per round challenges (I've disabled these for now, but they are there and I will enable them really soon) A whole host of player stats are now tracked and can be checked in the lobby Lobby computer to check challenges and stats Lobby holidays update Leaderboards! Compete for the highest earnings and fastest times on each map I've also added a rewards system which works with the challenges however, I just didn't have the time to implement actual trophies in the lobby area, the code is all there however and I will sort that out real soon Holiday themed lobby General Changes DeathWatchers game mode should now load significantly faster Huge optimization on the core DeathWatchers game loop, setting it up is now significantly faster Level select menu now has text for each sub menu button on the left as people weren't really aware they were buttons When returning to main menu, it'll no longer prompt the epilepsy warning again and will go straight to the main menu Reflections on the lobby screens has been reduced EMF Now defaults to the first light always being lit Fixes Classic failing to load after players leave and re-join is now fixed! Player names/icons now properly match who is in the lobby, every time The ready up board should now show players names correctly every time! You no longer get free items on round start Infinite multiplier fix Clients should now hear the weather properly Ritual item positions are fixed on 666 Fall Lane There was a super small chance of one herb and the events it needs being incorrect, this is now fixed Lights have been fixed on Cell Block L Direct steam invites work correctly now Players should always ignore doors now when dead Honestly there are so many more fixes and changes, but I completely forgot to write down the first few weeks of fixes as I was MEANT to be taking some time off. But I kinda dun goofed with that. So, I'll finally be taking some time off after this patch now! Implementing gear upgrades without any downgrades was way harder than I thought, so sadly a lot of stuff has been downgraded. But not so drastically. Also there are curre...EA-0.706Nov 12, 2024 - Community Announcements- Twitch events should no longer double stack - You can now disable twitch events after connecting - Fall Lane classic events should now work properly - Added level names to the level selection board - Various lobby UI bug fixes and improvements - Halloween decoration is now disabled :( - Difficulty based achievements should now work again!EA-0.705 - Bug FixesNov 11, 2024 - Community Announcements- You can now invite friends via the Steam UI & friends can also join your lobby via the Steam UI - logs should now be synced properly for everyone, as some events weren't syncing their event type to clients so you could scan what may have been an extra object, but would only scan as an object move - Classic entities should now work correctly and not spawn almost instantly one after the other - Okay i fixed so many bugs that i kinda forgot to document them all, but there was a plethora of classic bugs and new system bugs - There's a LOT of new stuff on the back-end that sets the game up for the next content patch! Y'all will get to see those goodies in the futureEA.0.7023Oct 29, 2024 - Community AnnouncementsHey, everyone! Super sorry about the journal being a bit janky, i've re-written the entire thing and it should now work correctly everytime. I've tested it 100+ times and it was spot on each time! Sorry everyone! Thank you0.7 Hotfix #2Oct 27, 2024 - Community AnnouncementsEntities should now hunt you again in classic You should now see exorcised classic entities in the new map A few lobby visual hiccups, lights are now correct, UI on the boards fixed Parabolic mic will no longer get stuck! None required events should no longer ever have two events criterias matchup now! Quite a few other reported bugs but been rush fixing them i didn't write them down Early Access 0.7! Juicy content update!Oct 25, 2024 - Community AnnouncementsHey everyone! I've been excited to write these notes for awhile now! (Headphone warning on one of the clips!) New Things Amazing new DeathWatchers key art, created by (Guilherme Holz - https://www.gholz.art/) You can now T-Bag your friends. Sorry, crouch. You can now crouch! Completely new events system Events are now moved and placed completely randomly within each room, so events witnessed in rounds will no longer get repetitive after a few play-throughs! Events will get placed, rotated and scaled randomly on most surfaces within a room Also works in Classic, but the new system is limited to just the two new maps for now! The others will be updated in the future! 666 Fall Lane (New Map) Cell Block H (New Map) The lobby has had a nice revamp & has a fresh spooky vibe! You can now completely customize your rounds, changing a wide variety of player, entity and location settings New Stealth System The Entity no longer immediately knows where players are when hunting During a hunt the entity will now search for players throughout the location and move a lot faster while doing so Most interactions within the game (toggling a light, footsteps, dropping an item etc) the entity can now 'hear', some sound effects will cause the entity to immediately search the vicinity around the audio, whereas some will build up the entity's 'hearing aggression' and once that's reached a high enough value it'll immediately search the last heard audio. Hunts now last slightly longer New entity for the new maps that utilizes the new stealth system - this one also has a new unique ability Fog can now be toggled in the settings menu Screen space reflections have been added and can also be toggled on/off Anti aliasing options have been added to the settings menu You can toggle 'crouch toggle' in the 'key bindings' menu within the settings New Things - Classic Classic mode now has a text based tutorial on the 'Event Logger' Monitor! You can now see how many zaps your flashlight has left, displayed on your event logger monitor! Changes - General I've tweaked the way events are generated at the start of the round, you should now get a wider array of events occurring. There's also a new requirement for events. Please give me feedback on this change, if it's too difficult I can tweak some values. But I think it'll be a welcome change! Previously it was either (example)'5 or more required' or 'Must not occur'. Now there's also a (example)'5 or less required", this can really spice up rounds, requiring you to more observant. Herbs and their generated events are now affected by the current difficulty (Multiplier) If you're on hard/nightmare (or the multiplier matches certain criteria), required and not required events will have higher amounts of events needed and there will be less to no herbs that require an event type to 'Not Occur'. Making the game overall harder and allowing for a wider variety of event types to occur per round! Players now have a second local light to light up ...Patch Notes - EA-0.639Sep 1, 2024 - Community AnnouncementsNew save system is now implemented, should no longer have any save issues, however this means 'everyone' has had a full save reset, hopefully the last as this new system sets the game up nicely for the halloween content patch Wide array of classic mode bug fixes Player arms should no longer get offset after death Mouse should hopefully no longer get stuck after a classic round Controller mouse should work correctly with the pause menu now Various other fixes! Primary point of this update is to get the game ready for the rather large halloween content update! The new save system allows for on the fly alterations! Should be the last time saves need resetting! (hopefully)
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