1. Possessor(s) Post Release Patch 6
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  3. Possessor(s) Post Release Patch 6 - December 12, 2025
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  5. Hey everyone!
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  7. As mentioned last week, in our Post-Release Patch 5 notes, this is our last patch for Possessor(s).
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  9. I want to take a moment to thanks the incredible people we had the immense chance to work with at Devolver. I have to do a special shout-out to Adoné, who was my producer-in-crime throughout the whole project, and championed both the team and POSSESSOR(S) on multiple occasions. 🖤
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  11. I also want to thanks the folks at Lionbridge Games, who were all absolutely incredible with supporting us with QA. We have shipped a very stable game, and kept improving with every post-release patches and it wouldn’t have been done without them. Shoutout to whoever ended up assigned with my multiple “so uh, i was maybe? doing this action in this very specific corner of X region and SOMEHOW BROKE EVERYTHING and i don’t know how or why i can’t reproduce pls help i don’t know what’s going on”. 🥺
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  13. Also a special shout out to White Paper Games, who jumped in in the late stage of production to support us with performance, lighting, and [REDACTED], and were SO FAST and SO GOOD at everything.
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  15. … I am almost done, please indulge me this is my last big task on this project and I am EMOTIONAL OKE 😭
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  17. To the Possessor(s) Team: thank you, love you, miss you. I hope everyone can lend on their feet, and that we get to collaborate more on other projects in the future. You all have been so resilient, collaborated beautifully, and made an incredibly special game. You should all be proud of yourself, because I am profoundly proud of you.
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  19. And to our beautiful Heart Machine community on Discord, and all of the people who tried our game, gave us feedback, supported and and gave us grace while we were figuring stuff out post-release after having to go through exeptional hard times: thank you. 🦞
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  21. Alright, Myriame out. ✌🏻 🖤
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  24. Gameplay
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  26. WE HEARD YOU! Things are HARD TO FIND SOMETIMES, so we pushed a little Map Progress Tracking functionality~
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  28. Note that this does not include every items in the game but every “items in the world that player picks up”, should help with the backtracking :3
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  30. This is shown while hovering a region on the map, with an icon below the region’s name!
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  34. Hovering over a Locked Door icon on the map now displays which key is required to open it
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  36. Added an Auto-Skip functionality for dialogue moments
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  38. There is a color change to the advance icon based on whether dialogue skipping is enabled (turns green when enabled)
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  40. Adjusted an Aquarium shortcut to prevent players from bypassing it
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  42. Damage window adjustments for the Cellphone
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  44. Moved a checkpoint in the Sunken City to prevent player to go out of bound if they would dash through a door at the exact same time the game was saving from passing the checkpoint
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  46. Allow dialogue choice HUBs with a Leave option to be backed out of via back button (FINALLY we so wanted this for SO LONG internally lmaoo)
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  48. Fixed bosses infinite poise break exploit
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  50. Fixed a misplaced pickup in Park
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  52. Fixed some collision issues around the world (specifically one waterfall and one car in Streets!)
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  54. Fixed the Running Man (yes, it is its name aha) grapple bug where it would LAUNCH LUCA REAL DAMN FAR
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  56. Audio
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  58. Fixed a bug were the “Form” (as called in the OST) tracks in all regions would not trigger appropriately, resulting in either moments of complete silence in the ambiance music or only having the “Essence” tracks play
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  60. Narrative
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  62. We have made a huge push and changes to some of our narrative flags, to help prevent any other problem related to save/quit/load right as a quest was completed, and ended up not being flagged as completed on game reload. Any broken quests or side quests that would never be marked completed (or Professor Foss just deciding to DISSAPEAR?!??! after his main quest, making his side quest impossible to trigger) should all triggered as complete on starting the game. 🙏🏻
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