

Added new enemy inkblot music when fighting the brute type It's now easier to collect items under temporary barrel and boxes debris Decreased the speed granted when consuming a Lure Pill, but increased its effect duration and improved on screen effect The Radio Device features new lights indicating the device status When finishing a level, the final door now glows in the mirror from a distance Mirror debris on the floor, indicating there's a Mirror Shard puzzle nearby, will only glow once and stay for longer Refactored the enemy inkblots music system, addressing some edge cases causing their music to remain past combat. Additional optimizations to much of the puzzle and level logic across the game Performance improvements, including optimizations to the real time shadow rendering system Equipment UI now shows ammo count and renders the weapon red when it runs out of ammo It's no longer required to confirm with an extra click when switching weapons Weapon switching is now significantly faster, improving combat experience during the late stages of the game when scrolling through an arsenal of 8 weapons. 🎴🃏 New Steam Community items and Steam Cards!

⏯️🎶 Added a new in-game animated video by Mashed, featuring the theme song by The Living Tombstone and accessible after finishing the game
#In sound mind lighthouse portable
General- 👾 There are now 6 hidden portable game systems scattered around the game, playing each features a brand new 8-bit version of a song by The Living Tombstone from the OST. Keep in mind, while this is a positive enhancement and should affect all game systems and rigs, it might affect each system differently so it's hard to guarantee exact numbers.

Areas with a lot of light and details were showing an improvement, whereas other areas saw a smaller improvement (but generally were lighter to begin with).
#In sound mind lighthouse update
In addition, we've optimized certain boss AIs, inkblots, effects, and level logic to further bring down the CPU load.Īmong our tests, we used an Nvidia 1070 GTX / Intel I5 7600k / 16GB rig on high settings to test the new update (1.05) vs the previous update (1.04) and could see improvement from 10-30% in average FPS, depending on the area, hovering 60 FPS. From this, we’ve refactored our real time shadows system over the course of the last few months. The biggest offender were the real time shadow calculations, which, before rendering, were taking a big toll on the CPU every frame. After further inspection, we've identified that for most players, the game is experiencing CPU bottlenecks even on high end rigs with great CPUs. We hear your feedback, and we took the time to further optimize the game.
