
The Light Keeps Us Safe
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Sir, You Are Being Hunted: 1.5 Patch, And Announcing The Reinvented Edition (!)Sep 3, 2021 - Community AnnouncementsHello there. You probably saw this already, but ICYMI: Sir, You Are Being Hunted has been updated for the first time in several years, with the 1.5 patch. 64-bit Mac support is now a thing, loads of bugs have been squashed, and the servers are back online for multiplayer. Not only that but we've announced future plans for a remaster of the original game in 2022, produced by our friends at Dutch studio Den Of Thieves Games. They are long term fans of the title, and understand exactly what makes the game tick. We're excited to confirm a new, standalone game, with new gameplay options, new UI, and overhauled visuals, all developed in the charming, silly, scary spirit of the original game. Discounts will be available for everyone who owns the classic edition of Sir, You Are Being Hunted. If you would like to support us in this new venture, then a wishlist always goes a long way. https://store.steampowered.com/app/1743730/Sir_You_Are_Being_Hunted_Reinvented_Edition/ More soon! -BRBEHOLD: New card battler ANCIENT ENEMY is out now!Apr 9, 2020 - Community AnnouncementsBUY IT HERE!! https://store.steampowered.com/app/993790/Ancient_Enemy/ Go! Go! Go! TRAILER HERE! https://steamcommunity.com/sharedfiles/filedetails/?id=2035897519 Hello, You! Please wishlist ANCIENT ENEMY! (Trailer, Dates, Other Stuff)Apr 1, 2020 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33035039/89162439b68518f9d12141579a74e77caa26179c.jpg HERE'S A LAUNCH DATE ANNOUNCEMENT! ANCIENT ENEMY, the card battler by Grey Alien GMAES, (and written and art-directed by Big Robot's own creative director, Jim Rossignol) will be launching on Steam on Thursday April 9th! It's good! Check out the... SHINY NEW TRAILER! https://steamcommunity.com/sharedfiles/filedetails/?id=2035897519 AND PLEASE DO WISHLIST HERE! Seriously, it helps us loads if you do. https://store.steampowered.com/app/993790/Ancient_Enemy/ (And in other news: we'll soon be celebrating three years of THE SIGNAL FROM TÖLVA next week! Expect a lovely sale and a big discount. Oh and stay safe, friends, it's scary out there and we love you all! - BR)Procedurally generated apocalypse The Light Keeps Us Safe creeps out of early accessSep 8, 2019 - Rock, Paper, ShotgunSpooky, stealthy apocalypse survival game The Light Keeps Us Safe has snuck its way out of early access. Now you can tiptoe about; avoid mean robots; and upgrade your singular line of defence, a humble torch, in its full release. It s got a creepy new trailer to celebrate, too, so you can join me in watching this one from afar through your fingers. (more…) The Light Keeps Us Safe launches out of early accessSep 5, 2019 - PC GamerBig Robot’s procedurally-driven horror/survival hybrid has finally snuck out of Early Access. The new v1.0 update marks a major milestone for The Light Keeps Us Safe, which first launched on Steam last October. The headline new feature of the new build is the addition of overall difficulty levels. Not only can you access these by starting a new game, but you can also change the difficulty on current game saves. If you’re finding all those android personal space issues a little too much, you can drop the robot-stalking action down to easy at any point now. The official patch notes on the game’s Steam page also list bunker layout changes and audio fixes. The procedurally-generated world has also been tweaked too, with Big Robot promising levels now produce “better environments”. The developer does admit some performance remain, though. “Odd generations that seem to hit performance” are still a thing, but the studio has tried to streamline the game’s shaders to limit the issue. The odd indie spook ‘em up has somewhat split opinion up to this point, so here’s hoping these tweaks have knocked this robotic prowler into better shape. THE LIGHT KEEPS US SAFE hits V1.0 and transmogrifies its way out of Early Access!Sep 5, 2019 - Community AnnouncementsHello, (procedurally generated) World! As the headline quoth, we are out of Early Access and on to v1.0! Here’s a trailer for you to get those v1.0 chills... https://youtu.be/61k1QHWn9go For this update we’ve just pushed to Steam there are some minor gameplay tweaks, bunker layout changes, and audio fixes. We’ve gone back in and messed about with the generation templates - the menu we give the level-generation system - so that the levels produce better environments. The initial zone is unchanged, but you’ll find the others now build tweaked worlds that are slightly more challenging. (Don't forget we addressed issues with the spider-craft in an earlier update.) There are also performance tweaks in this version, although there are still some odd generations that seem to hit performance without our profiler giving us a clear picture of why! We’ve tried to streamline shaders and such to avoid that. BUT the main change - reflecting the template tinkering - is that there are now overall difficulty levels. You can select these on starting a new game, but also change them in current savegames, which default to normal, which gives you a difficult the same as the earlier updates. (Please note that difficulty can be changed in-game during play, so if you are having a tough time turn it down, or an easy time turn it up, etc!) Thanks for all the support we’ve received for this, our weirdest and most atmospheric game to date - and please do leave a Steam review if you’ve enjoyed yourself so far! We’ll have more news on Big Robot things for you soon! ANCIENT ENEMY, Summer Sales, & The Next THE LIGHT KEEPS US SAFE Update Incoming!Jul 7, 2019 - Community AnnouncementsHello you. Just a quick update about two things, the first is that ANCIENT ENEMY, the card game that Jim has been working on with Grey Alien Games, is available for wishlist, and isn't too far off release (date TBC!) and if it's your sort of thing then we'd definitely appreciate support! Jim has been overseeing the art direction (his first 2D game!) and wrote the story. We're hugely excited to have worked with two fabulous artists, Dan Emmerson and Jen Pattison. Jake at Grey Alien has had years of experience at this sort of thing, and we're anticipating a tremendous game a bit later this year. Here's a teaser trailer! https://www.youtube.com/watch?v=Ep_m4tg1HHI And the main page for plenty more info and that all-important wishlist link: https://store.steampowered.com/app/993790/Ancient_Enemy/ THE LIGHT STUFF Additionally, we're speeding towards the next update for THE LIGHT KEEPS US SAFE, and now is absolutely the perfect time to try the game out if you've yet to dip in. If you enjoyed Sir. You Are Being Hunted but want something even more atmospheric and mysterious, then we suggest you take a look! https://store.steampowered.com/app/853240/The_Light_Keeps_Us_Safe/ We're setting our sights on V1.0, too , and we'll have more news about the end of our Early Access period in the near future. In the meantime, don't forget that all our games are on sale until the 9th! https://store.steampowered.com/app/457760/The_Signal_From_Tlva/ https://store.steampowered.com/app/242880/Sir_You_Are_Being_Hunted/ Love you! -BRSUNDAY TWEAKINGS: A Fixing-Things UpdateJun 2, 2019 - Community AnnouncementsHello! Happy Sunday, everyone. We've just pushed up an update with a couple of minor changes. Removed some legacy shaders which were hitting the fill rate on specific set ups and causing frame-rate drops. I'm not 100% certain I got all of them, but will continue to go through props and remove/replace in the coming week. Altered behaviour of the Spidership so that it's not possible to become "trapped". We had this feedback from a few people with regards to save points being under where a Spidership had moved to. It should be possible to now escape these situations without getting blasted to dirt. A few template tweaks and building alterations. These are super minor, positions of certain trap spawns etc, but have been on my list to fix. More soon! -BR Quick Patch: It's Just Minor Stuff ReallyMay 13, 2019 - Community AnnouncementsBut we thought we'd let you know anyway. We've got a new build going up in a few moments and it'll do the following: - Rework templates for further optimisation. - Speculative fix for scarecrow not appearing. - Tweaked ending to be smoother and have a menu return interaction. And yes, we're aware that the performance is a bit odd for some people. I think it's going to be older shaders not being performant in Unity, so I am going to do some profiling and see what we can replace for future patch. Outside that there's more level of detail optimisation to be done on the exterior scenes (which sadly can't be occlusion culled or anything because proc gen times.) More soon! -BRUPDATE: New Biome, An Ending, Other Things!May 9, 2019 - Community AnnouncementsHello there! May 2019! A futuristic month. Things have calmed down a bit at BR Towers (ie the kitchen offices spaces that we work in) and we've got busy. As we mentioned in the last report, Tom and Jim have had a fairly tough year so far, which is why this update has taken us a little while. Again, apologies for that, it couldn't be helped. Real life, it turns out, is full of random encounters. Anyway, excitingly, we've just pushed an new update for THE LIGHT KEEPS US SAFE live. It contains various things, so here's a video to summarise. Scroll below if you want to see the full breakdown those changes. https://youtu.be/L6MmoVlPu9o And here are those changes in detail: New stuff - New biome, accessible through new door in the bunker. - New "final" compound. - The machine can now be "filled" with light motes, triggering the end sequence. - End Sequence! - New Louise voice-over material for injury, looting, and other interactions. - Multiple save games supported (previous save slot now called "Legacy Save"). - Localisation support for Spanish, French, and German languages. This includes front end language selection wrapped and support throughout the game. (Please note the localisation is text only, voice over remains English only.) Fixes and tweaks - Numerous changes to bunker interior. - Rebalanced number of light motes in the exterior world. - Rebalanced number of flashlight components in exterior world. - Increased damage and difficulty of all traps and enemies. - Fixed fatal savegame issue that was removing objects from the world. - LODs adjust on all props to increase stable frame-rate in exterior scenes. - Invisible zombies now appear in multiple locations. - Drones will not path to the same location when leaping. - Alien Garden and Ruined Farm compounds fixed. - Greater chance of holes in inner compound walls. - Texture compression on all textures changed, speculative fix for some video memory issues. - Fixed bug where component holder would not empty. - Added missing colliders to barrels and other minor props. - Enemy chase state now lasts slightly longer. - Bottle noise level adjusted so that it can't be heard so far away. And some images of the new biome: https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33242790/6bc3468b000d3ac87c76fef6d736e499923b6b39.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33242790/66e9f79e8725dcb48591e1c11484ad9de83c7b99.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33242790/38852f281f3a6839bc4617ea87a7eaff56652f35.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33242790/4e248b631e2f769be1af4ef33973f8d9012588ec.jpg More soon! BUT ALSO THIS: Ancient Enemy is coming soon!Mar 31, 2019 - Community AnnouncementsHey, Robot friends! Just a quick note to let you know that Big Robot's own Jim Rossignol has written the story for Grey Alien's ANCIENT ENEMY - an atmospheric RPG card where the baddies have already won - due out this summer. It's going to be great! You can, almost certainly should, wishlist it over here: https://store.steampowered.com/app/993790/Ancient_Enemy/ Thanks! SO ANYWAY: Is This Thing On? *tap tap*Mar 24, 2019 - Community AnnouncementsHello! Apologies for the general silence over here (psst, follow us on Twitter for more regular blithering from HQ.) The awkward truth is though that Tom and Jim have been buried beneath slabs of real life problems since Christmas, which has made things a bit slow going in Game Making Land. Not really an excuse, but it is the reason! So apologies, and hopefully we'll soon be past that. Anyway, there's a new TLKUS biome in the works, which will be heavily flooded and feature new enemies and traps! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33242790/eefdc653173d1695f59f2f3ab4dbcf3e8c973d07.jpg That will appear in the next update, which should be a big one. We also tried making an alternative game mode, which didn't quite work out, but nevertheless might turn into something even fancier, given the opportunity. More on that at some point! Hmmmm. Other stuff that's nearly done includes: - localisation for Spanish, French and German, and we're looking at Chinese(s), Japanese, and potentially Russian, but it requires some bothersome font rejigging because of the fonts we've already used, and it's quite the faff. - The Ending. Yes, you'll be able to escape the bunker and complete the game. We already have this working, and it's... um. Well, we better not spoil, eh? - Louise. She's going to have a lot more to say as the game progresses. We recorded literally hours of dialogue, so we hope you enjoy! Anyway, again, apologies for long silence on this one. We are working on it, and juggling everything to get more stuff to you ASAP. THE LIGHT KEEPS US SAFE - The Fifth Gate And The Charred ValleyDec 19, 2018 - Community AnnouncementsHaving already unleashed a new horror upon you earlier this week, we have updated again with the opening of the fifth gate within the bunker. IMPORTANT NOTE: this represents a sort of opening up of options at this point, as there is no further light type to unlock. We are essentially giving you two levels after the Dissolve unlock to explore, one of which is much more dangerous than the other. (And that's this new biome!) The new biome has what might be our favourite environment so far, with ash raining from the skies, and areas of the ground itself on fire. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33242790/b89b85fb577dbd6a10b71afd35de2a72c41ce71e.jpg Even more formidable are two new compounds. These contain a bunch of new challenges: a roving column of fire, new outer areas to navigate, and more of the machine traps than ever before. (All the compounds will be revisited in a future patch, of course, so let us know how you get on with these so we can build in that delicious feedback.) https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33242790/a95d3d5f3492a315423c385793f5b6c25e7ad509.jpg After Christmas we will be going heads down for a bit on a big update to bring you some of the more final elements of the game, as well as localising for a bunch of languages. That should result in a very large update that brings us closer to a completed experience. As you can imagine, we're fairly keep on that! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33242790/8cbcacd87bddbf9a0c40e4b90d49b719782ec3e3.jpg Regarding random performance drops in some locations: we're aware of that and it's down to distribution in the generation. We're going to do some heftier level-of-detail scaling and culling in the next update and that should, all being well, fix things in the majority of cases. One final note: Please do leave a review! Whatever the length, it's helpful. Not only is the feedback essential, but the greater number of reviews helps us further promote the game. Changes in full: A new "Dissolve" gate accessible within the bunker. A fourth biome type, generating a burned, ashen landscape. New compounds and trap types. Fix to the double component prop in the metal tower. Bottle distraction levels balanced again. (A work in progress!) Fixed some issues with sky textures. And have lovely holidays, wherever you are, and whatever you are doing. THE LIGHT KEEPS US SAFE - Some Fixes & An Invisible Humanoid!Dec 16, 2018 - Community AnnouncementsBrr! It's a quick and minor update, but it means a new enemy is stalking us across the gloomy spaces of The Light Keeps Us Safe, and it's one that is initially invisible and (almost) unstoppable! We're certain you'll figure out some ways to take him on, of course... https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33242790/4d453cfc01f528e4e61558b4c435201fdd21d180.jpg This chap has been seeded through a bunch of the later environments, so he should appear in both new and old games, but the best way to check him out is to start over. Yes, he's rather invisible, but don't worry, there are some visual clues, and you'll certainly hear him coming. The update, which we've just pushed live, also has some prep work and fixes for another patch which will arrive later this week, bringing with it a new "ashen" biome, with a new gate opening in the bunker! That's just a few more days off. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33242790/0bd79ef677840b59415ee8a667650d446374c298.jpg In the meantime, please do leave us a Steam review, they really do help. Those changes in full: New INVISIBLE HUMANOID now spawns across a series of levels. Bottle smash audio rebalanced vs new AI hearing, movement and response (this will probably remain a work in progress for a while!) Various obscure textures compressed to help with performance and overall use of memory buffer. Those super-detailed ceiling textures really weren't doing us any favours... Missing colliders added to the fancier barrel models. A bunch of particle effects dialled back to help with frame rate drops in specific areas. It looks like 99% of this is multiple transparencies causing horribleness, and we'll continue trying to improve it. Terrain and model setup for the new biome. More (quite) soon! cheers, -BRTHE LIGHT KEEPS US SAFE - A Large And Horrible Update!Nov 21, 2018 - Community AnnouncementsHello! And here we are again with an update for The Light Keeps Us Safe. It's live! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33256260/3dcfc40d675114ca1126af6cae52c5811ac38e71.jpg We've mostly been trying to make things harder on you for this update. We have a new and more terrifying robot drone patrolling our achingly atmospheric landscapes, as well as new environmental hazards which will require creative uses of the various light types to navigate safely... We also have the Psychic Attack Scarecrow and a "Slow Homer". So those are a thing now. These have been introduced across all levels and biomes, so your best bet to seem them all is a fresh playthrough, although saved games should be intact with this update. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33256260/32fe092b07a92d4a5465b1c8c985d0a83e9d020e.jpg Patch Notes! NEW STUFF Psychic Attack Scarecrow added to crop fields. Minebot v2 now patrolling all maps. Alien garden with Minebot v1 now appearing across the map. The Slow Homer now appearing in compounds. Dissolvable barriers can appear around outbuildings. A Reveal Wall Maze now appears in later compounds. Lethal pulsing spheres can appear in woodland areas. Vastly increased range of ambient particle effects. New "small cabin" category of outbuilding. OTHER STUFF Swamp pylons can now be overcharged and deactivated. Bottles no longer heard across the level. Minebots can now path to previously inaccessible locations. Light motes available in more locations. Tripwires appear in more locations. Can no longer pick up Light Motes if inventory is full. Foundations smoothed to a ramp, making pathing easier. Various lighting effects tweaked for better general atmospherics. LADDER STUFF Ladders are probably fixed. Probably. No, really this time. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33256260/9a1e6becd7d340af21b4c9cfeb785010feb38997.jpg Next up we will be looking at localisation across all major languages, and the introduction of THE INVISIBLE HUMANOID. Muahaha, etc. Yeah. More soon! -BRTHE LIGHT KEEPS US SAFE - A New Gate Opens!Oct 29, 2018 - Community AnnouncementsBEHOLD: Light has been updated! A new exit out of the bunker has appeared! And it leads to a place where that freshly unlocked DISSOLVER BEAM is going to come in pretty useful for, well, staying alive and stuff. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33256260/b800cd52bf826a1fe2d9e52f9eab3d7087cb3e15.jpg This update includes: A new and horrible "moorlands" biome, with two new, weirdo compound areas! The Dissolve light and delicious dissolvable barriers within the world! Revised light mote counts. Improved loot tables! A "hit" sound cue for using the charge beam. First of the "tentacle" scenery... https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33256260/a12e00af37099647ad64c3ec176d98d6d3d5f51a.jpg Yes, the latest update comes with our new light type, which makes your progress through the landscape of The Light Keeps Us Safe a little more dangerous. While burning your way through barriers provides one set of interactions from the torch, we've also revised a bunch of others based on your feedback, and lightfearers will now react to all light types, while each of the other light types gain a few new interactions of their own. We'll leave you to figure that out. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33256260/d2ef94d3971e68a0495df76b0fe00f8428e5fbde.jpg ALSO We're particularly interested in feedback with regards to signposting and tutorialising, and we're going to be looking at some of that stuff next, to make the game a little easier on those who come at it for the first time. We don't really want to hand-hold too much, or negate the fun in discovery, but we do feel like we could provide more of a guide, or at least some signposting to push people in the right direction. If you have any suggestions please share them with us in comments or on the forums! AND Our next update will probably be a drop of new badguys, of which we have several in the works, and there will be a new biome following that up pretty quickly too. Expect more updates really soon! :E BUT THEN The launch discount for THE LIGHT KEEPS US SAFE ends at the end of Halloween sale, so get it now for that sweet, sweet -15% discount. Also Happy Halloween! -BR PS: Don't forget to follow us on Twitter for more regular development updates, screenshots, and general Big Robot warbling!THE LIGHT KEEPS US SAFE - Tinkering With All The Things!Oct 17, 2018 - Community AnnouncementsJust letting you know another quick update coming in now. It's mostly fixes and Quality Of Life stuff. Like so: Bunker entrance lights enbrightened. Portal mote count increased. (More required per light. And no, you can't turn the machine on yet anyway, sorry!) Misc minor bug fixes. Movement tweaks to help prevent sticking to things, and improve crouch/run handling. Hopeful death of the ladder bug. More soon! -BRPremature Evaluation: The Light Keeps Us SafeOct 16, 2018 - Rock, Paper, ShotgunPremature Evaluation is the weekly column in which we explore the wilds of early access. This week, Fraser s sneaking through the machine apocalypse with his trusty (and seemingly magical) torch in robo-romp, The Light Keeps Us Safe. Developer: Big Robot Ltd Publisher: Big Robot Ltd Release: Out now! On: Windows From: Steam For: 15.49, $19.99, 16.79 The Light Keeps Us Safe works terrible magic with its cacophony of disquieting machine noises. Each new killer robot emits yet another nails-on-chalkboard screech that will bounce around in your head long after you ve fled from their clutches. They re the sounds of factories and dial-up internet and error messages warped and twisted and remixed inside metal demons. Normally they re just grating, but here, in moonlit swamps and forests where there isn t another soul, they start to become malevolent. (more…) THE LIGHT KEEPS US SAFE - Minor update incoming!Oct 14, 2018 - Community AnnouncementsHello! Still no fix for the crazy ladder thing (it's something to do with multiple colliders!) but we have some other fixes in a patch that's going up right now: Speculative fixes for alt-tab issues Upgrading the flashlight recharges it Game autosaves when recharging the light Tweaked player controls when trying to run/jump while crouched Fixed axis inversion not saving with control settings (invert mouse now works!) Other minor tweaks & fixes As ever, let us know if you find anything! More soon. -BRT lva devs sneak The Light Keeps Us Safe into early accessOct 11, 2018 - Rock, Paper, Shotgun Strange and terrible mechanical things await you in The Light Keeps Us Safe, the new first-person stealth game from the makers of The Signal From T lva and the makers of Sir, You Are Being Hunted. The apocalypse has come and here we are, creeping through procedurally-generated landscapes, dodging robots and traps and hoping that our high-tech torch is enough to keep them at bay. It launched into early access today, expecting a full launch in about six months. And looks too spooky for me, going by the new trailer. Cracking name, though. (more…)
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