ToruTaru 0.7.4 "Dimensions" Major Update
ToruTaru Patch Notes — July 26, 2023
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
0.7.4 "Dimensions" Update
Massive Update
I don't even really know how to categorize these changes, and I probably missed many, but below is
a changelog of everything that's changed.
First, the bad news: The game's intro sequence has not changed, so certain quality-of-life updates to the main game will not be reflected in the intro, like the ability to erase ink on the map, or the ability to see the player's 3D rigged and animated body. The intro will be redone as the next highest priority.
Also, the Mac OSX version of the game will be published tomorrow - sorry for the delay!
Without further adieu read on for the exciting new changes to ToruTaru, playable NOW!

- Player can rebind all keys from the main menu
- Pixel filter can now be turned off in the main menu
- Dead end doors have new sounds and jiggle when player attempts to open them
- When a dead end door unlocks to let the player into the next area, the door opens a crack and air floats in
- EnemyActivators are more conspicuous with more fog and a dim throbbing red glow
- 4 new larger 3D physical enemies added as a random chance on any level
- 5 new 3D zombies added with new AI behavior to replace all zombies. 3 different zombie types have been made; normal, crawling, and running
- Player now has a rigged and animated 3D body
- All questgivers, quest objects, and matches now have 3D models
- All spirit models have been converted into 3D sprites
- Added 3D girlfriend follower, added defensive talisman behavior on girlfriend, added complaining on girlfriend, fixed bug where girlfriend could not die, removed text bubbles from girlfriend
- Put NPCs and questgivers on the navmesh with some basic AI
- Physics objects overhauled, can be picked up and carried with left click, and thrown with V. Holding V rotates the object with the mouse.
- Throwing phys objects at spirits pushes them back, throwing phys objects at zombies hurts and kills them
- Large furniture (e.g. chests, cabinets) can now drop multiple coins, and physics objects
- New videos have been added for all TVs
- Humanoids and Spirits now each have their own respective nav meshes. Spirits keep the old navmesh (walk through walls etc), and Humanoids walk on an automatically generated navmesh which restrains them to walk on the floor and not through walls. The Sick Infinity and Procreator walk on the Humanoid navmesh.
- Walking into an enemy used to play a stupid loud "scary" sound; now it causes the player to stumble and creates a sound of pushing past the enemy
- An attempt was made at fixing the flashlight
- Dead end doors no longer have a "gotcha" door on top of them, opening to a dead end
- Entire game has been retextured
- Outside of mansion redesigned
- Added new spirit damage effects and sounds
- Added a small nav block around player when spirit damage is taken so player doesn't get dogpiled
- The map can be zoomed with the mouse wheel, and panned by middle clicking on a room
- The map has a fixed perspective
- In the map view hold right click to erase ink
- "Notes" are being phased out and have been removed from play
- New cheat menu
- NPCs and Questgivers have smarter walking
- New blood effects and sounds
- Small chance for lots of zombies in cave level type
- Super small chance for lots of zombies in any level
- New peaceful cheat
- Doors can now be opened by any npc or enemy
- Eye talisman secondary ability visions have been changed to better orient player and can be skipped
- Enemies when killed will now drop a bouncy orb of light, that when picked up (C by default) breaks into a random item. This occurs when player dispels a spirit, or beats a zombie to death
- Fixed bug where objects could be picked up while in the pause menu
- Misc bugfixes
- Probably other stuff