- Subliminal: Episode 1 | Patch Notes v1.0.9 (Demo v1.5.9)
- 💡 Important Notes
- For a more comprehensive overview of the major features in this update, please refer to the overview post we made last week!
- This update has a larger download size then our normal patches, primarily due to significant engine changes as well as various packaging optimizations. Future patches in v1.0.9 will return to a more normal download size.
- This update also brings a video codec swap from H.264 to Bink 2 for all media files.
- This was primarily done to improve compatibility with non-windows platforms, and those experiencing issues related to this content should file a report with our team.
- Additionally, alongside this update's release, Subliminal is officially Steam Deck Verified!
- There will be a note mentioning a lack of external controller support, due to an older build being used for review. This has been fixed for the release today and shouldn't have any issues.
- As a retroactive change, Touchscreen support has been disabled due to issues found with our correspondence with Valve, and since this has never been officially supported as an input option.
- ðŸ› ï¸ Changes
- General
- Upgraded Unreal Engine from 5.7.4 to 5.8.3.
- Various changes to reduce file size, improve performance, and improve compatibility across other platforms.
- Various changes to remove loose actors and resolve various mesh, collision, and SFX issues across the episode.
- Added support for multiple controllers controlling the same player.
- Added over 50 new in-between save points, accessible through a new "Continue" option on the Title Screen.
- Dev Note: We are looking at additional feedback for expanding this option into the Memory Load screen, to allow these to be selectable checkpoints.
- Revamped all out-of-gameplay UI Effects, using more optimized shaders and taking on a more VHS-style look.
- This effect can be controlled through the "UI Effects" option, which is also a slider to allow more control over the effect intensity.
- For a look similar to the v1.0.3 and lower effects, set this option to around 50%.
- Adjusted the Dev Note in the Title Screen for improved visibility.
- Added Modifiers, a set of options that allow players to customize the game more to their liking, in addition to also allowing us to bring bigger changes to the game sooner through feature-flagging.
- See the post mentioned in the Important Notes for more details.
- Dev Note: Due to severe audio issues, Developer Commentary will be made available in a separate v1.0.9.x patch.
- Player
- Re-Implemented the Breathing Audio, originally cut from launch due to various issues.
- This can now be heard depending on how long the player is sprinting.
- Dev Note: We are looking at additional feedback for adding an option to configure the volume for this effect, in a similar way that we handled Footstep SFX in the past.
- Light Shift mechanics are now usable again while traversing through Squeeze Paths.
- Being "frozen" will now disconnect any active light tethers to the player instead of just turning off the flashlight.
- Removed an outdated HUD element for the Ticket Station. The machine itself now conveys the proper info, similarly to Keycard Slots.
- The Memory Save Icon now respects the "HUD Icons" setting and is no longer always enabled.
- This icon will also now appear when achievements are earned.
- The Fun-O-Meter UI Widget can now be toggled with the "Tutorials" setting.
- The Collectable Interaction hint has been adjusted with proper glyph support for both Gamepad and Mouse.
- Settings
- Overhauled the Settings Menu, allowing for better performance, visuals, and accessibility.
- Several settings have been moved into a new Post Processing sub-section, available at the bottom of the Graphics category.
- The colorblind mode setting has been moved to the General category.
- The Hit Lighting Mode setting has been moved to the Graphics category, under the HWRT (Hardware Raytracing) setting.
- Added several new descriptions for previously existing settings.
- Added a new status indicator on the Graphics category to indicate the GPU's Async Compute and Hardware Raytracing support
- If marked as Limited, the device in question may experience increased instability or in worse-cases crashing when using certain options (Primarily, Hardware Raytracing)
- A setting for Async Compute is currently planned to be introduced in an upcoming v1.0.9.x patch.
- Added a Low Quality Preset, tailored primarily for the Steam Deck and similar-spec devices.
- Due to hardware checks being revamped for this change, the Graphics Preset and its sub-settings have been reset to their new defaults.
- Adjusted the minimum Screen Percentage to be 30% instead of 40% to retain parity with the minimum Screen Percentage from upscaler settings.
- Added various new settings to customize the in-game crosshair.
- Added settings for customizing Controller Vibration and Deadzone threshold.
- Added settings for customizing the scale of HUD Icons and Subtitles.
- Added settings for individually customizing the visibility of specific HUD Icons.
- Added settings for customizing the backdrop opacity for HUD Icons and Subtitles.
- Added initial settings for customizing HDR functionality.
- Added experimental settings for customizing the in-game Sharpness and Film Grain intensity
- These effects are only used and customizable when the Experimental FX modifier is enabled.
- Basement (Intro)
- Adjusted the lighting and VFX behaviors for the Shadow Figure sequence.
- Added minor SFX changes to the new area introduced in v1.0.3.5
- Waterworks (Main Area, Deep Storage & Maintenance Halls split)
- The original mesh coloring, for slides and other objects, is now restored if using the Classic Environments modifier, including the original narration for certain areas.
- Waterworks (Maintenance Halls)
- The original puzzle in this area is now restored if using the Classic Mechanics modifier.
- Deep Storage
- Two new rooms in the light puzzle area can now be explored again.
- These were previously removed in older releases.
- The original puzzle in this area is now restored if using the Classic Environments and Classic Mechanics modifiers.
- Dark Playplace (Part One)
- The timings used for the chase are now more similar to launch (more difficult) when the Classic Mechanics modifier is enabled.
- Added chains to the top of the Sensor Lights in the puzzle just before the chase, so they are no longer visibly floating.
- Dark Playplace (Part Two)
- Re-implemented the missing ambient score that would play when approaching and encountering Smile.
- This track has been revamped from what we had originally planned for launch, before it was cut, and is now more thematically fitting.
- The pitfall is now able to be present again if using the Classic Mechanics modifier.
- The combination lock for the doors puzzle is no longer re-generated upon death, but also now is reset (The lock and gate closed) upon death.
- A new chase sequence, originally scrapped prior to launch, is now present after opening the locked gate near the end of the area, if Classic Mechanics is enabled.
- Added a flickering roof light to one of the areas after the combination lock puzzle, to preserve more of the areas original lighting.
- When using Colorblind mode, the numbers for each of the puzzle doors are now present again, but in a different location on the doors.
- Playplace (Main Area)
- The timings used for the chase are now more similar to launch (more difficult) when the Classic Mechanics modifier is enabled.
- The tree logs, present here and in other areas, now have their light-up effects restored if using the Classic Mechanics modifier.
- The retry voice lines for failing the Fun-O-Meter are now restored if using the Classic SFX modifier.
- Subsequently, the Fun-O-Meter is now able to restart 3.5s sooner, if these voice lines are not in use.
- Added additional crouch volumes.
- Added subtitles support for the Memory Glitch sequence.
- Playplace (After Chase)
- The storage closet near the start of this area is now accessible again.
- I don't know why some refer to this as the Broom Closet... :/
- Playplace (Maintenance Halls)
- Added a new archives-inspired sequence to reach the next area, replacing the puzzle.
- The original puzzle can still be played if using the Classic Environments modifier.
- Adjusted the Arcade section, to be more on par with the Erase Ending in terms of quality.
- The original environment can still be played if using the Classic Environments modifier.
- Additional improvements, in terms of exploration and interactivity, are slated to arrive with v1.1s update.
- Bounce House
- The original light puzzle area will now be present if the Classic Environments and Classic Mechanics modifiers are enabled.
- The timings used for the chase are now more similar to launch (more difficult) when the Classic Mechanics modifier is enabled.
- Added additional effects for the Memory Crack sequence.
- 🔧 Fixes
- General
- Fixed an issue causing DLSS Ray Reconstruction to not appear as intended, due to down sampled reflections.
- Users on older versions can use the following command to apply this fix: r.Lumen.Reflections.DownsampleFactor 1
- Setting the Reflections Quality to Unreasonable will now also perform the same CVar as well.
- Fixed the loading screen able to appear as the incorrect colors in some circumstances.
- Fixed an issue causing the A Seamless Journey and Every Thread Unwoven achievement to be un-obtainable.
- Those who have been affected by this issue, but currently meet the requirements, will have these achievements awarded upon first launch of this update.
- Fixed some font glyphs being missing when using the Turkish language.
- Fixed the Depth of Field setting not effecting non-player elements, such as sequences.
- Fixed certain text in the Title Screen being able to wrap around the screen on certain languages.
- Fixed the Press Anywhere to Continue section of the Title Screen being able to accept gamepad input.
- Fixed an issue causing the ending icons from older save data to remain present on the Title Screen after using the Reset button in the Memory Load screen.
- Fixed various edge-cases with the Virtual Cursor controls.
- Fixed various issues with translucent effects popping out or otherwise thinning at certain focal distances (Primarily observed when Depth of Field is enabled)
- Users on older versions can use the following command to apply this fix: r.Translucency.AutoBeforeDOF -1
- Fixed an issue causing insufficient/broken crash log data to be provided when sending crash reports.
- Fixed an issue causing movie files to not be playable on most non-windows platforms.
- Player
- Fixed various issues with player crouch behaviors.
- Fixed an issue causing the incorrect crosshair color to be displayed if the player looks between certain objects too quickly.
- Fixed an issue causing the flashlight to not be usable while standing in certain exclusion volumes present throughout the episode.
- Fixed a potential crash when first using the Memory Meter.
- Fixed the footstep sound effects sometimes using the incorrect material reference.
- Fixed an issue, primarily in Empty Space or the Playplace, where a player could interact with Circle Cutouts after they were "locked".
- Fixed an issue causing the player to have to re-press the sprint key, if sprinting was disabled by the Conscience, then later re-enabled while the player was still holding the sprint key.
- Fixed an issue causing the Memory Meter icon to not be properly disabled when changing the "HUD Icons" setting while the icon was on screen.
- Fixed potential issues with repetitive "Memory Save" events.
- Interactable Items
- Fixed an issue causing "Soft" material pickup items using a "Loud" sound.
- Fixed incorrect or missing impact SFX with pickup item for meshes tagged as Rope, Banded Net, Cloth, or Inflatable.
- Fixed player settings not being properly read for certain Hints throughout the episode, causing them to potentially not display.
- Fixed an animation issue with certain doors.
- Fixed certain metadata being lost when picking up Smile Plushies.
- Fixed potential animation issues with Combination Locks.
- Fixed the default glow on some parts of Soda Machines being incorrect.
- Fixed some parts of Soda Machines remaining lit, even when the machine breaks down after repeated uses.
- Fixed missing interaction outline support for button walls.
- Empty Space
- Removed a redundant crouch volume from the Playplace section.
- Fixed missing water effects on one of the sprayers in the Waterworks section.
- Basement (Intro)
- Fixed additional visual and movement issues from the new area introduced in v1.0.3.5
- Fixed various collision and SFX issues.
- Waterworks (Maintenance Halls)
- Fixed being able to unload parts of Deep Storage before the door becomes locked.
- Fixed the initial Memory Loop cycle having incorrect collision triggers.
- Fixed several missing decals for the Wonder Off path that were present in previous releases.
- Fixed decals for the Wonder Off path not disappearing when entering the Memory Loop section.
- Fixed the collectible in the Wonder Off path always showing up, even if already collected.
- Fixed minor clipping on the wires in the section before the Memory Loop.
- Fixed various cases of visible object pop-out while progressing through Memory Loop cycles.
- Fixed an animation error with the doors in the Memory Loop, when pulling the alarm while also opening a door.
- Deep Storage
- Fixed being able to bypass the Screen Crack trigger for warping to Dark Playplace.
- Fixed incorrect crouch volume settings near the secret room, causing various issues during and after the related sequence.
- Fixed pickup objects being visible during the secret room sequence.
- Playplace (Main Area)
- Fixed being able to re-activate the Emotional Encouragement Zone voice lines after it has already been completed.
- Fixed one of the Generator videos only able to be played once.
- Fixed several broken object bindings during the Wall Bash sequence, restoring the physics for several objects in said sequence.
- Fixed certain events triggering too early during the ending of the chase sequence.
- Fixed the collapse sequence near the ending of the chase sequence not properly resetting.
- Playplace (After Chase)
- Fixed part of the Smile Peek sequence being offset
- Fixed the player having an incorrect crouch scale if loading into this level from Memory Load.
- Fixed a rendering issue when using the Warp Light multiple times.
- Fixed one of the circle cutouts in the Walter puzzle area being marked non-walkable.
- Fixed an issue causing Walter to get stuck in certain positions before the circle cutout.
- Fixed the player having an incorrect crouch scale if entering the entrance to the Bounce House areas, then leaving it.
- Ventilation
- Fixed various missing and incorrectly configured crouch volumes.
- âš ï¸ Known Issues
- Crashing on launch or during gameplay for some players.
- If you encounter this, please send in a crash report to our team.
- Please also be sure to be as descriptive as possible in your report (When exactly the issue happened, specs, ways we can reach out to you, etc.).
- If possible, also include a screenshot of the crash reporter window, so that we can locate your report on our end.