Obsideo Patch Notes — July 19, 2024
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Where I’ve been
Hey everyone,
I think the first thing I address should be where I’ve been and why there was such a big absence, to start it off I honestly didn’t expect releasing a game to take such a mental toll, I became obsessive over everything and it ended up consuming my life, and affecting my mood if the reviews dropped even slightly, I was miserable and hard to be around, and I needed to take a step back for my sake. I completely understand that this isn’t going to be good enough for a lot of people and I will put in the effort to “win you back” and show you I’m just as committed to this game as I was on day one, which is why I decided to rebuilt it from the ground up, to make sure we had a perfect foundation to build upon. I’ve also got precautions in place to make sure I don’t fall into that mental hole again, so I won’t be going anywhere, again, sorry for disappearing, I just had to do it for me. Now let's get onto the more interesting stuff.
Unreal Engine 5
I’ve completely rebuilt Obsideo from the ground up using Unreal Engine 5. This upgrade means the game will look significantly better and is now optimised for multiplayer, providing a much stronger foundation for future updates. Since I had to teach myself this new engine, finding and fixing issues might take a bit longer, and updates might be slower at first.
The performance improvements are substantial. Some testers have reported hitting 400fps (on low settings) in certain maps with lights on. This is a huge leap from the previous version, where turning on more than four lights would drop the frame rate to an unplayable 5fps. Even if you’re not into the technical details, you’ll notice that the game looks much more beautiful now. The textures, lighting, and overall visual fidelity have been greatly enhanced, making the environments more immersive and atmospheric. This visual upgrade not only improves the gameplay experience but also adds a new level of detail and realism to the haunted locations you'll be exploring.
Using UE5 has allowed me to create more complex and eerie environments that heighten the horror experience. The dynamic lighting and shadows now react more realistically, making every room feel more alive—and more terrifying. The reflections and ambient effects contribute to a deeper sense of immersion, pulling you into the haunted settings like never before:

Steam Audio
One of the great benefits of using UE5 is the ability to integrate Steam Audio easily. This makes the soundscape in Obsideo much more immersive by taking into account room size, wall thickness, and object material when calculating reverb and occlusion. These features were not possible in the Unity version of Obsideo, so this upgrade significantly enhances the “audio experience”.
New model
With the new engine it gives me the flexibility to improve other parts of the game such as the player models. These new priest models look way better than the old ones, which honestly looked like they were made of clay. The new models also allow for more detailed customisation, which I’ll talk about next. Here’s a preview of the improved character models:

The new priest models feature higher-resolution textures, more detailed meshes, and improved animations. This makes the characters look more lifelike and expressive, enhancing the overall visual quality of the game. The updated models also support more advanced shading and lighting techniques, which further contribute to their realistic appearance.
In addition to the visual improvements, the new priest models offer more customisation options. You can now change various aspects of your character’s appearance, including their clothing, accessories, and even adding blood on their face. This level of customisation allows you to create a unique and personalised character that reflects your style and preferences.
I’ve also added new animations and gestures for the priests, making their movements more fluid and natural. These improvements help to bring the characters to life, making the game feel more immersive and engaging.
Customisation
With the new priest models, there’s now more in-depth customisation. Previously, you could only change the belt colour, which wasn’t very exciting. Now, you can unlock more clothing options, like adding blood to your face or getting new boots.

You’ll also notice new ways to customise your profile picture and borders, giving you a greater sense of accomplishment as you progress. This deeper customisation makes your in-game character truly unique. Each customisation option is earned through gameplay, rewarding you for your achievements and making your character stand out.
New levelling system
I’ve revamped the levelling and XP system to make it more engaging. Instead of only getting XP for exorcising a ghost, you now earn XP for completing various steps, finding evidence, and discovering new interactions.
This should make levelling up faster and more involved. I’ve also added some backend features that will be introduced in future updates, perks to help you protect yourself against ghosts. These features will add more depth to the game as they become available.
The new levelling system is designed to reward players for all their efforts, not just the final exorcism. This means you’ll be earning XP for tasks like identifying ghost types, using equipment correctly, and surviving encounters. It adds a layer of strategy to the game, as you’ll need to balance risk and reward to maximise your XP gains.
Push mechanic
There’s a new gameplay mechanic to help you survive ghost encounters. If you find yourself in a tight spot with a ghost, you can now use a push mechanic. This doesn't have a key by default, you can set one in the settings, you can knock your friend to the ground, giving you a brief moment to escape while they recover by rapidly pressing the spacebar. This adds a strategic element to multiplayer interactions and can be a lifesaver in dire situations.
The push mechanic introduces a new layer of strategy and tension to multiplayer games. It can be used to save yourself in a pinch, but it also requires careful consideration. Using it at the right moment can mean the difference between life and death, but it can also strain relationships with your teammates.
Being Dead
A common complaint was that there was nothing to do once you died. To make being dead more interesting, I’ve added a feature that lets you use your ghostly powers to summon and launch a glass bottle. When the bottle smashes, the ghost will be drawn to the sound. You can use this to help your team escape or lead the ghost to them, adding a new layer of strategy even after death.
This feature makes the afterlife much more engaging. Instead of just watching your teammates, you can now actively influence the game. Whether you choose to help your team or create chaos is up to you, adding a fun and unpredictable element to the gameplay.
I’ll also be looking at adding other ghostly abilities that you can use while dead, such as making eerie noises or moving objects. These abilities will hopefully give you more ways to interact with the environment and your teammates, keeping you involved in the game even after death. The goal is to make sure that every phase of the game is enjoyable and interactive, regardless of your living status.
Starting outside
Another complaint was that outside was boring, with nothing to do when lowering your heart rate. Now, you start outside, which passively reduces your heart rate as you collect equipment and regroup with your team. It’s a small step, but it makes the game that bit more engaging.
Starting outside gives you a chance to prepare for the investigation and strategize with your team. You can take your time to choose the right equipment, discuss your plan of action, and mentally prepare for the horrors ahead. This makes the beginning of each game feel more purposeful and less rushed, as opposed to being thrown in head first like you previously were.
Additionally, the outside environment has been designed to be more atmospheric and immersive. With detailed scenery, ambient sounds, and in the future I’ll be adding more to this, such as dynamic weather effects to make the outside area feel alive and add to the overall tension and mood of the game.
Hiding spots
The last major complaint was that the game felt unfair because you could sit silently in a room and still get killed if the ghost decided to walk in. I’ve added various hiding spots around each house, such as wardrobes. By pressing ‘H’, you can hide inside and avoid being seen, even if the ghost is in the same room—unless they see you go in. Here’s an example of one of these hiding spots:

Upcoming
The first next major update I want to do is modding support, I’ve already got it working in editor, there's just a few issues I need to iron out first before I have the confidence to push it public to everyone. So that’s at least worth sticking around for.
End
There’s probably a lot of other stuff I’ve completely missed or forgotten all about, and I’m honestly happy with letting you all get back out there and explore the game again. I hope you can find it in you to give me, and Obsideo another chance, and I can’t wait to see what you all think of it.
All the best,
- Kyle.