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Try To Fall Asleep

 
The 10th Community Update LIVESTREAM!Mar 31, 2024 - Community AnnouncementsGood evening, We're back from the break, and to celebrate the 10th community update, we decided to throw together a cool livestream! We did a a cool retrospective of the game, share future plans, as well as have a few sneak peeks of what's to come. Accompanying Martin was Jorge, the lead programmer for the game, as well as Will, the main character/monster modeler, who joined us in the middle of the stream. For those who couldn't join the livestream when it was live, here's a link to the stream's recording: Here's a quick recap of the stream... Coming back from the break After doing the 2nd Kickstarter, we decided to take a small break and reassess the whole situation with the game. Additionally during this time, Martin was hired as a a full time employee in a respectable company. Although his job will require a lot of attendance, he'll still be able to dedicate plenty of his free time to the game and turn it back into a hobby project. Also, thanks to his new job, he'll be able to put in more of his personal funds into the game's budget to reach more of its potential. Current state and Future plans Development for the last 2 night now continues in full motion. We've reassessed the whole scope of the game and some levels are already underway in development. Although there is no roadmap for releasing the last two nights, the team will not rush it and give it the proper time to create a satisfying conclusion to the game and its story. Sneak peeks at Night 5 During the stream, the team showed a few small sneak peeks of the next night... {STEAM_CLAN_IMAGE}/31886949/8c1fdd1837a72e12f84af4b49ca8c37a1b61c779.png {STEAM_CLAN_IMAGE}/31886949/38d4cbd258f2d037682015e4fd837aa01460d80b.png {STEAM_CLAN_IMAGE}/31886949/04e05d95e1dcce85ad9837109c342f2916d0c376.jpg Now that we're recuperated and figured out various things regarding the development, we're supper exited to continue our work on the game and deliver and awesome finale to the game. Although it will still take some time, we hope you stick around, because the journey to the finish line will still be interesting to follow. On behalf of the AmberDrop team, thank you for your support and we wish you a good night :)) ADPatch notes - 0.4.1QOct 16, 2023 - Community AnnouncementsGood evening players, Tonight we're releasing a small, new patch for "Try to Fall Asleep"! For more details, here are the patch notes... Dreaming Segments In dream 2 and 4, added a new path that leads to the watchtower. The light trail on the 4th dream has also been updated. 2nd Dream Reduced the shadow scare spawn regularity. 4th Dream If you're pulling up the notepad while sneaking, you'll do it silently and the monsters won't notice you. This also works for picking radio parts and Michael's pages. Improved the stability for the notepad's camera transitions. Improved the collision while running up the tunnel to the surface. Miscellaneous Updated texts for the popup in the main menu and for the end game message. And that's it for this patch! If you find anything else or have some other suggestions/feedback, feel free to share them it in the "General feedback thread". Good night! AD teamImportant UpdateOct 15, 2023 - Community AnnouncementsHello everyone, This is Martin, the creator of Try to Fall Asleep. I wanted to give you guys a brief update on everything regarding the Kickstarter campaign as well as share some short and long-term plans for the game. So, let's just jump in and start with Kickstarter. Thank you for your support! First off all, I wanted to thank each and everyone one of you who pledged their support to the campaign. Even though we weren’t able to reach the goal, I’m still very grateful for the support that you guys were ready to give for the game. The humbling messages and comments that we received along the way were really motivating too, so thank you for those as well. Overall, I think we had a pretty good run, but unfortunately it just didn’t pan out the way we hoped it would. I don’t want to spend too much time analyzing and reviewing the campaign, what we could've done better and so on. In short though, looking at the Kickstarter’s statistics, I believe we had a pretty good conversion rate and only one of the 39 supporters canceled their pledge. Basically, the campaign itself was doing its job really well, but we just couldn't get enough traction to our page in order to make it succeed. Special Prezentation On November 8th I plan to host a presentation about the overall journey of the game as well as take a deep dive into our Kickstarter. So if it sounds interesting to you, we invite you to tune in to Latvia’s Game Developer Association YouTube channel, where they will be livestreaming my presentation live. You'll also get a chance to ask me some questions live. So overall, even though we didn’t reach our goal, I’m still glad that we were able to give it a good shot and try out some really cool ideas. On the bright side, this campaign was able to do much better than the first one (: And of course, this still was a great learning experience and we'll be able to share our knowledge with other indie developers on November 8th. So, what are our short and long term plans? Short term plans Items from the Kickstarter First of all, we’d like to make the physical items from our Kickstarter available outside of the campaign. We still need to figure out the best way to do it, as there are some logistics that need to be sorted out in order to make it happen. I’m not ready to give any concrete dates yet, but we do hope to make it happen around the end of this October. So if you really liked our physical items from the campaign, we’ll try to figure out how to make them available as soon as we can, so stay tuned for further updates on that. {STEAM_CLAN_IMAGE}/31886949/682edbf21e42708f4a535dd825d334d465546783.png Next game patch As for the game - we plan to launch one more patch tomorrow with some nice fixes, adjustments and overall improvements. A small break It took a lot of effort to make the Kickstarter happen - the page itself, the LUC1D livestreams, all the physical items and rewards, logistics and marketing etc. We even were releasing patches for the game along with ...Patch notes - 0.4.1PSep 18, 2023 - Community AnnouncementsGood evening players, Tonight we're releasing an important, new patch for "Try to Fall Asleep"! For more details, here are the patch notes... Sleeping Segments After muting AB, the monster hallucinations will occur faster. Adjusted Murgs window jumping animation. Dreaming Segments In dream 2, adjusted texts for some of interactable objects. In dream 2, added another map near the Holliday Stage. In dream 3, fixed a bug that would let you skip the hiding phase. In dream 4, made the notepad system more stable. In dream 4, slightly lowered the monster hearing sensitivity when getting almost all the radio parts. And that's it for this patch! If you find anything else or have some other suggestions/feedback, feel free to share them it in the "General feedback thread". Good night! AD teamTRY TO FALL ASLEEP Kickstarter is now LIVE!Sep 9, 2023 - Community AnnouncementsGood evening everyone! This Tuesday we successfully launched our Kickstarter campaign for the completion of "Try to Fall Asleep". In the first 3 days, our campaign has reached 11% of our funding goal! To those who have already pledged their support to the campaign - thank you, our team's truly grateful for your support. And to those who had already bought the game on Steam - we thank to you as well. Without your original purchase of this game on Steam, we wouldn't have been able to get this far, release 2 awesome nights and raise the bar for the whole project. You guys are the real MVPs, and you've already have helped us a lot. If you feel like our game is worthy of your further support, then we invite you to check out our Kickstarter! This is the first time that we've ever done any physical merch, so if you've always wanted to have some kind of a physical memorabilia of our game - now's you chance! You can get the cheapest 1$ pledge and add any of our physical items that we offer in our Kickstarter. But again, you've already helped us a lot by your purchase of the game on Steam, so it's your free choice. {STEAM_CLAN_IMAGE}/31886949/682edbf21e42708f4a535dd825d334d465546783.png But if pledging funds to the Kickstarter isn't your thing, but you'd still like to help out in some small way - you can help us by spreading the word about our work and the Kickstarter. A simple, friendly share of our game would be a huge help in spreading awareness about our efforts. So that's it form me for now! Once again, thank you everyone for being on this amazing journey with us, and we hope you look forward to where the ride will take us next. Sincerely, MartinPatch notes - 0.4.1OAug 8, 2023 - Community AnnouncementsGood evening players, Tonight we're releasing an important, new patch for "Try to Fall Asleep"! For more details, here are the patch notes... Dream Segments Added checkpoint indicators for the 3rd and 4th dream segments. Increased the light radius for the flashlight in all dreams. 2nd dream Fixed a spelling error in a minigame's UI graphic. 3rd dream In 3rd dream, added a subtle panting sound when the player is hiding in a hiding spot. Improved some textures in the 3rd dream. 4th dream Improved footstep sounds when walking on metal. Fixed a critical issue where the player wouldn't be able to click on doors when escaping to the surface. Added subtle valve rattling sounds when entering the water room. Added a keycard which can unlock 2 doors. The key card can be found at the end of the water room. The water room minigame will now trigger when the player goes back to the main hall. Adjusted the placement for some radio parts and Michael’s pages. And that's it for this patch! If you find anything else or have some other suggestions/feedback, feel free to share them it in the "General feedback thread". Good night! AD teamPatch notes - 0.4.1NJul 23, 2023 - Community AnnouncementsGood evening players, Tonight we're releasing a nice, new patch for "Try to Fall Asleep"! For more details, here are the patch notes... General Fixed an audio initialization issue where the game's sound would be turned down to 0 when booting up the game for the first time. Falling asleep phases Made the sleep and stress levels move slightly faster in all nights. Once the stress level raises to 80% and beyond, you won't be able to raise your sleep level. This will be signaled on the info panel with a dimmed down sleep bar. If you take a sleeping pill, you can bypass this limitation as well as enjoy a faster raising sleep level. If you get jumpscared when the pills are in effect, you will loose 12% of your sleep level. Dreaming phases Fixed door occlusion issues on the 1st dream. Improved the look of glass in the 1st dream. Reduced the interaction distance with items/objects in all dreams by 60%. Minor performance improvements in the 1st dream. And that's it for this patch! If you find anything else or have some other suggestions/feedback, feel free to share them it in the "General feedback thread". Good night! AD teamKickstarter pre-launch page is live!Jul 7, 2023 - Community AnnouncementsGood evening everyone! Tonight we have some exciting news to share with you - the Kickstarter pre-launch page for "Try to Fall Asleep" is now live! Visit the page here - https://www.kickstarter.com/projects/amberdrop/try-to-fall-asleep The Kickstarter funding will allow us to stay true to the quality established in the first four nights and it'll help to deliver a truly awesome game for the full release with the last 2 nights. Stretch goals will open even more possibilities, like porting the game to other platforms, further increase the quality of game and localize the game's subtitles in other languages. Since we'll be finishing the game without a publisher, this'll be our last chance to raise some needed funding for the game's completion. Also, does anyone know who this LUC1D guy is? He's been interrupting our past videos. Looks like he has acquired some kind of an interesting video tape from REVIVEL. Maybe we should check out this guy and see what he has to offer... > LUC1D's YouTube Channel "Try to Fall Asleep" Community Update #9 - Kickstarter Update & Patch 0.4.1MJun 8, 2023 - Community AnnouncementsGood evening everyone, We got a new Community Update video! Check it out to learn more about our upcoming crowdfunding campaign and the recently released patch 0.4.1M! https://youtu.be/3rnk-fq4MTM TL;DR The crowdfunding campaign will be hosted on Kickstarter. The campaign itself is almost ready, but still needs to get through some verification and finalization processes. Announcement for the pre-launch page is coming very soon. GN, AmberDrop Patch notes - 0.4.1MJun 7, 2023 - Community AnnouncementsGood evening players, Tonight we're releasing a nice, new patch for "Try to Fall Asleep"! For more details, here are the patch notes... FALLING ASLEEP PHASE Updated info panel. {STEAM_CLAN_IMAGE}/31886949/58e9c220e37a9095430914e3547056bfa70689ea.png Added 2 levels of panting sounds for high amounts of stress. Updated tutorial texts. Fixed some camera twitching bugs. Improved Night 4 difficulty. DREAMING PHASE Interacting with objects is now more precise. Made the flashlight more responsive when moving it around. Reorganized all the scares in dream #1 and added 2 new scares. Improved mouse sensitivity. Improved texture scaling on the island terrain. Improved some materials with specular maps. Tweaked the look of the moon in dream #2. All notes in the viewable state will now look better in lower quality settings. Added some dynamic lighting in the dream #4's library. Updated the lighting in the dream #4's water room. {STEAM_CLAN_IMAGE}/31886949/e3789ae9470506c2bb4ae7f8570cd1c58c1f44b2.png Updated music in the dream #2's café. Added a new intro sequence for the dream #1. Changed the coloring for the dream #1 and dream #2 minigames. Changed the FOV for dream #1's minigames. Added some more transitional image effects when fading into a dream or when coming back from a minigame. And that's it for this patch! If you find anything else or have some other suggestions/feedback, feel free to share them it in the "General feedback thread". Good night! AD teamPatch notes - 0.4.1LJan 10, 2023 - Community AnnouncementsGood evening players, Tonight we're releasing the first patch of 2023 for "Try to Fall Asleep"! For more details, here are the patch notes... Added 2 new scares in the 4th night. Added a pill counter in the info panel and updated the pill models on the table. The 3 "!" in the info panel will now react to the stress level at 40%, 60% and 80%. Fixed the initialization of volume for the first boot up of the game. Fixed some visual glitches for the wall distortions in all nights. Adjusted the climaxes for the first 3 dreams. Added some visual touchups for the 3rd dream. Improved the stability and animation smoothness for the notepad in the 4th dream. Fixed an issue, where the first person camera would continue to move after pausing the game in the 3rd dream. After beating the "Follow the Light" minigame in the 4th dream, all monsters will be spawn further away from the player. Added a small delay for the monster before it starts to chase the player. Fixed some collision issues in the 4th dream. And that's it for this patch! If you find anything else or have some other suggestions/feedback, feel free to share them it in the "General feedback thread". Good night! AD team"Try to Fall Asleep" Community Update #8 - December 2022Dec 22, 2022 - Community AnnouncementsGood evening everyone, We just posted a new community update video! This one is gonna be a little different from the previous ones, but regardless, we hope you'll enjoy it! ~AD team Patch notes - 0.4.1kNov 23, 2022 - Community AnnouncementsGood evening players, Tonight we're releasing an awesome patch for the game! This time, we have a lot of cool new things and fixes added to the game, so feel free to read all about them below... Sleeping phases Going under the blanket will now make the reduction of the stress level very, very slow. This was done to make it more clear to the player what the blanket mechanic does and doesn't do. Updated some of the 3D models with more optimized counterparts. Refined the moonlight with better visual and performance optimizations. Refined the post-processing for the for all the falling asleep phases. Added visual refinements to the wakeup scenes. https://i.imgur.com/Eh5xneF.png Dreaming phases Updated the post-processing effects for all dreaming phases. Updated some of the jumpscare animations in the dreaming phases with shorter timings. Fixed waterlines on the horizon for all dreaming phases. Added some small terrain refinements and touchups. The grass will now has a longer draw distance. Fixed the bug where you could launch a non-existent 6th minigame by clicking the doors upon finishing the last minigame. Added sparks when plugging in the fuses in the generator. New an improved water! Looks really nice in the 2nd dream, and the 4th dream's underground water room has also had a nice visual improvement. The old water will still appear in the two lowest graphical quality settings. https://i.imgur.com/SQr8BZl.gif Made the flashlight for the 2nd dream dimmer. Added a new scare for the 2nd dream and refined the scares in the 4th dream's underground. Now when picking up a tube or a switch in the 3rd dream, their count will show up in the inventory. in the 3rd dream, added a sound effect for placing the tubes in the base. Fixed that one window collider that made it a bit hard to lock in the 3rd dream. Fixed missing "i" icons when clicking on 4th dream's the tunnel doors. After being caught by a monster in the 4th dream's underground, the monster will spawn further from your respawn location. When getting chased by a monster in the 4th dream, if you try to save your life with doors, who ever is chasing you will obliterate those doors. And that's it for this patch! Let us know how you like the new changes/adjustments and if you find anything else or have some suggestions/feedback, please consider sharing it in the "General feedback thread". Good night! AD teamPatch notes - 0.4.1jOct 12, 2022 - Community AnnouncementsGood evening players, Tonight we're releasing another patch with some fixes, improvements and additions to the game! Here's what's included in the update: Sleeping phases When maxing out the stress level, it will turn completely red. Dreaming phases When the player stops running but continues to walk, the flashlight animation will adjust accordingly. Made the flashlight's range slightly shorter in the 1st and 4th dream. Upgraded the footstep sound system in the 1st dream. Improved the 3d models for the fuses. Made the lab hallway walls slightly darker. Fixed a bug where spamming left mouse at the end of a minigame would fast forward to the next minigame. In the 3rd dream, if the player fails to close all windows and doors in time, the remaining windows and doors will become inactive. In the 3rd dream, fixed a bug that would skip the hiding phase during a jumpscare. Improved the audio design during the 3rd dream's climax. In the 4th dream, made the "Follow the light" minigame slightly dimmer. Other... The consolation scene will now look better in lower quality settings. In the main menu, made the unavailable night locks slightly dimmer. Added a slight animation on Burt's fingers in the main menu. And that's it for this patch! Let us know how you like the new changes/adjustments and if you find anything else or have some suggestions/feedback, please consider sharing it in the "General feedback thread". Good night! AD teamPatch - 0.4.1iOct 5, 2022 - Community AnnouncementsGood evening players, Tonight we're releasing a small patch with some nice fixes, improvements and additions to the game! Here's what's included in the update: Sleeping phases Improved the lighting in all the falling asleep phases. AB goes "BRR" is you decide to mute him. Added a new type of scare for each night. Dreaming phases Improved the performance for the nightmare minigames. Removed the debug sphere model in the start of the 4th dream. Finetuned the climaxes for the 1st, 2nd and 4th dreams Other... When starting a new night in the main menu, the TV static will now get muted. Resolved some data issues that made it possible to fast forward to the dream segments without completing the night first. And that's it for this patch! Let us know how you like the new changes/adjustments and if you find anything else or have some suggestions/feedback, please consider sharing it in the "General feedback thread". Good night! AD teamPatch notes - 0.4.1HSep 5, 2022 - Community AnnouncementsGood evening players, Tonight we're releasing a small patch with some nice fixes, improvements and additions to the game! Here's what's included in the update: Sleeping phases Fixed a jumpscare camera bug in the 3rd night. Improved the stress sound for all nights. The new stress sound smoothly changes along with the stress level. On the higher stress levels you'll start to hear a heartbeat. If the clock reaches 1 am and the player's sleep level is below 50%, AB will play a melody to help with the sleep. Added a light animation to AB's mouth when he's speaking. Eliminated issues with AB saying multiple things at once. In night 4, added a new indicator confirming that Burt has gone away. Sleeping phases Fixed a first person camera rotation bug at the start of the 4th dream. Fixed the loading graphics when entering the underground facility and the surface. Significantly improved the performance when running up the tunnel in the 4th dream. And that's it for this patch! Let us know how you like the new changes/adjustments and if you find anything else or have some suggestions/feedback, please consider sharing it in the "General feedback thread". Good night! AD teamPatch notes - 0.4.1GJun 30, 2022 - Community AnnouncementsGood evening, Tonight we're releasing a very considerable patch for the game. In a small preparation for the last 2 nights, we revised difficulty for all nights, mainly for the falling asleep segments. This patch also includes a few nice polishes, fixes and some QoL improvements that will nicely improve the overall experience of the game. Here's what's included in the patch... Dreaming segments Adjusted audio reverb effects for the 2nd dream. In the 2nd dream, added a continue graphic for the final note. In the 2nd dream, made the lights from the minigame easier to spot at the start. In the 2nd dream, the sound generation will be a bit less frequent. In the 3rd dream, fixed a bug when spamming the right mouse button during a jumpscare in the hiding phase would result in messing up the jumpscare and skipping the hiding phase upon reloading the level. In the 4th dream, reduced the stress level units from 5 to 3. Made the stress level graphics for the 1st, 2nd and 4th dreams thinner. Additionally, when maxing out the stress level, a small delay to display the final jumpscare has been added. Made Michael's shadow a bit shorter in the 4th dream underground. Sleeping segments Each night is now 60 seconds longer (+10 seconds for each hour). Adjusted the hallucination frequency and effectiveness. Rebalanced difficulty for each night (sleep and stress speed, pill effectiveness, monster spawning frequency). Added a new mechanic for the 4th night - when Burt appears in the room, shining your flashlight will make it go away. If you don't shine your flashlight on it, it will go away after 50 seconds by itself. However, if you let him be, it won't allow you to raise your sleep level. Extended flashlight battery life for the 4th night. Miscellaneous Added a better clarification for skipping to the dream segment on a completed night in the main menu. Converted the main menu video graphics to see if they'd run better on proton compatibility layer. And that's it for this patch! Let us know how you like the new changes/adjustments and if you find anything else or have some suggestions/feedback, please consider sharing it in the "General feedback thread". Good night. AD teamPatch notes - 0.4.1fMay 25, 2022 - Community AnnouncementsGood evening, Here are the patch notes for 0.4.1f: Added falling debris in the underground level. Blocked some pathways in the underground to make the level less linear. Added stress level indicators for the water room minigame for dream 4. Moved the flashlight running animation closer to the center of the camera. Added missing collision for the missing columns in the underground. Fixed a bug, where in the 3rd dream, passing the mouse button while being jumpscared by Burt would skip to the escape phase upon reloading the level. Fixed a bug in the 3rd dream, where if the player pressed the "M" key any time before the escape phase, it would start the countdown TV. Fixed a bug in the 3rd dream, where the player would still be able to move during the climax of the level. Corrected a few spelling errors. If you find anything else, please consider sharing it in the "General feedback thread". Good night. AD team"Try to Fall Asleep" Community Transmission #7 - May 2022May 2, 2022 - Community AnnouncementsGood evening, We've just released a brand new update video! Find out what we've been up to and how's the game coming along in the May's CT#7! Have a good night! AD teamPatch notes - 0.4.1d and 0.4.1eMar 12, 2022 - Community AnnouncementsGood evening players, Today we're releasing a nice patch (0.4.1d) for Try to Fall Asleep! Here's what's included in the patch: In the falling asleep segments, fixed a glitch where exiting the blanket too soon would cause the camera to get elevated above the blanket. Made the hiding in blanket animations a bit smoother. Fixed the Discord invite. Tweaked the moon light colors for the first and second dream. Slightly tweaked the post-processing effects for all scenes. Made it possible to seamlessly switch between gamepad and K&M in the main menu. The cursor will now properly appear whenever the game will detect any mouse input. Added a new secret. Edit: We just released another small patch (0.4.1e), so instead of making a separate post for it, we decided to update this post with the changes in the most current build. 0.4.1e patch notes: In the falling asleep segments, fixed an issue where the camera would get stuck after getting jumpscared by Murgs. In the falling asleep segments, fixed an issue where spamming the blanket button while being jumpscared would cause the camera to elevate higher than it should be. Turned off the flashlight at the beginning of the second dream. If you find anything else, please consider sharing it in the "General feedback thread". Goodnight! AD team