





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Some changes and crash fixes focused on the end game - Updated engine to version 3.6 - Fixed a bug which caused chattering teeth mobs to crash the game - Missable abilities are now automatically unlocked when you enter Bruxism - Fixed a bug that occurs when re-entering 'Final Destination'
Another small one this time. A couple non-essential dialog files were missing in the final chapter. The error was discovered, and they are now properly implemented! Thanks as always.
Small fix here, where we fix a softlock that occurred consistently after the 'accident' at the end of Chapter 2. Existing save files should properly play the cutscene and the game should continue! Thanks AGamerMom00 for this report!
At long last, the end of Aggys journey is upon us! The Somnipathy 'Before You Wake' update brings the nightmare to its proper conclusion, adding another 4ish hours of story and content (on your first play through) to the game. Before you Wake adds
Been a bit since the last major fix! This one goes out to Forgottenfkr who did a sequence break we hadn't thought about. The epilogue chapter is still due out before years end as well, we haven't forgotten about that!
Fixing some of the few remaining known bugs in the current build! The Final chapter is coming along nicely and should be released next month.
This one was supposed to be small but spiraled into something quite large. We've had ALOT of feedback and found alot of bugs, so we're pretty proud of where this eventually landed. Of particular note is the Memento Meri questline which pushed what our little system could do pretty hard, and has gotten alot of attention to make it smoother and harder to 'trap' yourself. It's a much happier experience now, even if you're mid way through.
This patch is about 'sequence' breaking and making sure things related to Kingsley don't break if you wander off the 'proper' path. A bunch of hardening was done. Apologies to RandomLib, but your trek can continue now!
A few minor patches rolled into one. This mostly effects Bruxism and some balance changes
Welcome Steam gamers!
The developers here at Tearcell Games are extremely proud to show you more of our debut game release, Somnipathy!
We will be broadcasting some of our favorite highlights showing how Somnipathy was made so stay for a while to watch, or just pop in whenever you like.
Our Discord is always open if you want to chat with us about any questions you might have.
Thank you for sharing this wonderful moment with us.
-Tearcell Games
This patch unstucks Adam specifically. Sorry Adam.
The loom room pathing issue was the chair... naturally the last thing we looked at. Yay! We also fixed some issues with the theme overrides that made things funny.
We fix some night time related issues here, as well as many little annoyances people have reported! Keep em coming
Another release week fix! This time fixing a persistence problem that didn't exist in debug, but definitely exists in release... until today! Thanks for your patience on this issue, took some digging to recreate.
- The phantom tax man has been reprimanded. The Cash persistance bug has been fixed, and you will KEEP what you EARN properly. - Items you don't REALLY care about won't trigger the 'lost item' map marker, like the broken lamps (Sorry BillyKirby, C27Penn, and Lynn) - Brokenbat stun time has been buffed 2->3 seconds
Big thanks to Billy1Kirby for alot of these, and our other early testers for the rest! More fixes to come (fix for the cash glitch coming TONIGHT)
[previewyoutube=KyMBXggWrQc;full][/previewyoutube] It's been almost a year since the first public access to Somnipathy arrived here on Steam, with our original demo for the game during the lead in to Next Fest October 2022. The game has come a long way since then, in large part due to the feedback of those of you who tried our demo in that time. We'd like to thank all of you who have played the demo, given us notes, and wishlisted the game. Truly, thank you. And to everyone who is about to dive into the world of Somnipathy? We appreciate you. It means so much to us that you are choosing to experience the fruit of our labor, and we look forward to taking in what you all have to say in the days, weeks, and months to come. Now, a few quick notes about the release version of Somnipathy! The BIG changes:
The level of excitement here at Tearcell is through the roof, and we are delighted to announce that Somnipathy will be releasing on Steam in just over a month from today! Many of you have downloaded and enjoyed our different demo versions over the past 11 months, and we hope you are also enjoying our current curated demo version for visual novel fest, which shows you a bit more of the world and character interactions to be found as you advance deeper into Somnipathy. Our lead writer James Thomasos, recently one of the winners of Rusty Quills Rusty Fears 6 horror writing contest, shares this: Somnipathy is a story we've all lived: a story of crushed dreams, broken promises, nightmarish realities, and facing tomorrow. Haven't we all found a demon or two waiting inside the quiet parts of our minds?" Wed also like to advise you that the full release of Somnipathy will contain some differences from the demo experiences many of you have had with the first level of Story Mode - we look forward to reading, hearing, and seeing your responses in September as you encounter more of the horrors contained within Somnipathy. In the meantime, keep an eye on this spot as well as our social channels as our developers continue to preview some of the art, mechanics, and characters youll encounter soon. Stay safe, and stay awake! -The team at Tearcell [previewyoutube=7SKXyXdkSpw;full][/previewyoutube]
Just a 'small' patch this time, where we add the long tested features and even a brand new event type! Mainly we're cleaning up small bugs, crashes, and polish.
As we push through for our fall release, and finish up submission and content for the summer festival season, we have another update to share that affects our demo! Remember you can play our demo from steam or itch.io 0.6.0 Pax Rising 2 release
As we finish up level 2, its now time to push some of the new features to the demo! Here's what you have to look forward to in 0.4.5
At last, the post Halloween build is complete. And its a doosy. We've gotten so much valuable feedback from so many amazing sources, and its crazy how much has been added to the demo, let alone behind the scenes. We have innumerable new animations, filters and FX. New 'flashbacks' to flesh out the story more naturally. Full screen puzzles are in, and the journal has been updated to be even better looking. 0.4.x
Somnipathy returns for Screamfest, with an improved demo, more features, and more fright! Missed us during NextFest? Now you have another shot to try the worlds first point and click, rogue-adjacent, pixel horror thriller! With an improved intro and added sprinting capabilities, its never been more fun, to run! But be quick, the demo will return to the workshop after we gather feedback from this event!
Score attack mode is a great way to practice the mechanics of combat and path management in Somnipathy while trying to make the number at the top of your screen as big as possible. Our narrative gameplay experience uses all the same mechanics you can find in score attack mode, as well as rogue-adjacent progression. Join us for our next live broadcast on Saturday the 8th at 8pm Eastern to learn more about the game!
Score attack mode is a great way to practice the mechanics of combat and path management in Somnipathy while trying to make the number at the top of your screen as big as possible. Our narrative gameplay experience uses all the same mechanics you can find in score attack mode, as well as rogue-adjacent progression. Join us for our next live broadcast on Saturday the 8th at 8pm Eastern to learn more about the game!
Score attack mode is a great way to practice the mechanics of combat and path management in Somnipathy while trying to make the number at the top of your screen as big as possible. Our narrative gameplay experience uses all the same mechanics you can find in score attack mode, as well as rogue-adjacent progression. Join us for our next live broadcast on Saturday the 8th at 8pm Eastern to learn more about the game!
Score attack mode is a great way to practice the mechanics of combat and path management in Somnipathy while trying to make the number at the top of your screen as big as possible. Our narrative gameplay experience uses all the same mechanics you can find in score attack mode, as well as rogue-adjacent progression. Join us for our next live broadcast on Saturday the 8th at 8pm Eastern to learn more about the game!
Score attack mode is a great way to practice the mechanics of combat and path management in Somnipathy while trying to make the number at the top of your screen as big as possible. Join us for our next live broadcast on Saturday the 8th at 8pm Eastern to learn more about the game!
Score attack mode is a great way to practice the mechanics of combat and path management in Somnipathy while trying to make the number at the top of your screen as big as possible. Join us for our next live broadcast on Saturday the 8th at 8pm Eastern to learn more about the game!
Tomorrow the demo for Somnipathy goes live, right here on Steam. There is far more available in the demo than just the small bits we've been showing off on our social channels. We are excited to see what you think and how you react!
But before we can see how you respond to what you'll find in Somnipathy, we can take a moment to ask our creative team to talk about some of their favorite and most memorable moments, elements, or encounters that you'll be able to experience in just a few more days.
Mink (creative director and artist), lead writer James Thomasos (@HVCPHD on Twitter), and Ryan (artist and cutscene artist) have been some of the most involved members of our development team since day one. Somnipathy lives and breathes via what the player sees on the screen. We asked each of them a few questions that we think will resonate when you all get to dive into the demo.
Mink: There are quite a few easter eggs in the game that I am pretty excited about, but naming my favorite one specifically would ruin the fun in finding it.
James: Hmm. Honestly, I'm excited for people to encounter and carry out the Pianomantis questline. I'm reasonably proud of how that one turned out.
Ryan: The weird and quirky way the player uses "dream logic" to solve puzzles.
James: I think it will be Aggy's boss' line about having a meeting to schedule a meeting. Truthfully that one hurts me every time I read it!
Ryan: I like where Aggy is "too tired for this sh..." and yells at big scary things like she's an angry old man.
Mink: There's a warning but no one is going to listen.
(Ed. Note: Very, very early in the demo, you'll be asked to make a cup of coffee. DO NOT UNDERESTIMATE HOW TOUGH THIS MIGHT BE!)
Ryan: There is one part where the player will have to navigate a sequence of events at macro and micro levels, all while evading a threat. Always be prepared!
Mink: I think the biggest struggle anyone will have is managing your inventory under pressure. It's coming...
James: I think the most difficult set piece involves the opening of The Forge. That set piece involves crossing a ton of thresholds in rapid succession to collect heavy items, which will quickly raise the difficulty level of the game as well as the speed of The Creeper. The only hint I'll give is that there are two or three workarounds depending on how patient you are or how much of Aggy's money you're willing to spend!
Mink: Thirsty.
Ryan: Curiosity.
James: "...Phew."
You'll be able to download the demo tomorrow. We'll see you there!
We're kicking off our participating in Steam's Indie Next Fest on Tuesday, October 4th at 4PM EDT! Join members of the dev team from Tearcell Games as they play and talk about their upcoming title Somnipathy. Afterwards, you can try it yourself by playing our demo, released as part of Steam's Indie Next Fest! [previewyoutube=1nB7gePEOco;full][/previewyoutube]
On Saturday, October 8th at 8PM EDT, join us for our second livestream during Steam's Indie Next Fest! The devs will be playing more, and we'd like to hear your feedback about your experience with the demo! It'll be a spooky Saturday night, don't miss it! [previewyoutube=1nB7gePEOco;full][/previewyoutube]
[ 6446 ]
[ 946 ]
[ 1864 ]