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Hi!
This tiny patch aims to solve the loading issue some players experienced, specifically when loading back into the Tunnels. I changed how the checkpoints save the level data, so hopefully that'll fix the issue!
If you encounter any weird bugs, please let us know in the forums!
Thank you!
Here comes a small patch addressing a few things that were brought up to us:
Added a confirmation prompt in the main menu when you try to start a new game while already having a save file active.
Updated Spanish LATAM localization.
Fixed the number on the 7th door in the waterways.
Fixed the enemy's behavior bug that would sometimes make them stand still, doing nothing.
Added a check when picking up items to avoid related bugs when interacting and picking up things very quickly.
Apologies if this patch took a while. We've been busy making progress on the demo for our next title, Fright Train! It's an action survival horror game, like RE4, and we think people are going to have a blast playing it. ːsteamhappyː I'll make sure to post an announcement here once the demo is live!
We also have a couple of Caput Mortum sticker packs left in our store, so go grab one if you like!
Thank you, and let us know if you have questions or if you encounter any issues with the game!
Gab,
WildArts
Hello!
I'm happy to announce that Caput Mortum now has its very own set of trading cards! There are 6 monster cards to collect, and once you have a full set, you can unlock profile backgrounds, profile badges, and emoticons themed after the game! ːsteamhappyː
If you already played the game, you'll automatically get cards depending on your playtime (up to a maximum of half the available cards). For more info on how Steam's trading cards work, here's their official documentation: https://steamcommunity.com/tradingcards/
They turned out really cool, so I hope you enjoy them. Also, please remember to leave a review if you haven't already (it helps the game get seen by more folks)!
Thank you again for playing Caput Mortum!
We’re happy to announce that you can now play Caput Mortum on PlayStation 5 and Xbox Series X|S. What’s more, there is currently a 10% discount available in the Microsoft Store!
There have also been questions about whether a Nintendo Switch version will be available in the future. The answer is: absolutely yes, but it will take a bit more time (though not too long, we promise!). Thank you everyone from the bottom of our hearts for Caput Mortum's incredible reception. We're really glad our weird little niche horror game managed to resonate with all of you, and we hope console players will enjoy this dark descent as well! Take care!
Another lil' patch!
Here are the fixes:
Fixed a couple of issues with the Steam achievements. Those who had trouble getting them can retry from any checkpoint or by restarting a new game, and the achievements should now unlock!
Fixed an issue where you couldn't drop items after activating the last flower apparatus.
Fixed an issue in the main menu where the game would stay in "mouse and keyboard" mode.
We also added some more control options:
The game now supports AZERTY keyboards (option available in the Accessibility menu).
You can now use "C" as well as "Ctrl" to crouch.
Thank you!
Hello everyone!
First off, I wanted to thank you all so much for the incredible reception the game has gotten so far! It makes us so happy to see our weird project inspire and fascinate so many people <3
We have fixed a few issues in 1.1.0.0, so here they are:
Fixed two issues with the 'Untouchable' achievement: the achievement check is now reset when starting a new game, and both endings trigger it correctly.
Fixed an issue with the accessibility settings not being loaded properly.
Fixed an issue with the flashing intensity option.
Polished a few enemy navigation areas.
Set-up a new fallback font for extended Latin characters.
Modified some of the collisions on the furnace.
You can no longer see a prompt through the secret chest.
You can no longer hit skeletons once they are dead.
Fixed some minor particle effect issues.
If you have any questions or comments, please do not hesitate to post them in the forum. Thanks again!!
Come watch them experience Caput Mortum for the first time.
Hey there, everyone! We’ve got goodies galore for you today, including a tiny peek behind the game dev curtain, a Q&A with developer Gab, and an in-depth look at a brand new area: the Homunculi Village! Let’s jump right in with a status update. Skip to the end of this segment if you'd like to avoid minor spoilers!
A little while after you’ve finished playing hide-and-seek with your homunculi buddy on Floor 3, you enter a huge natural cavern that’s home to the Homunculi Village. It seems that, long before our one-armed hero arrived, the homunculi have been hard at work building a place to live.
Whatever the reason, it seems the work has taken its toll on the noble (wretched) and kind (creepy) creatures. Just what happened here?
If you strike up conversation with our lovely friends, they’ll have some things to say. Developer Gab made these voice lines extra-freaky by recording himself speaking backwards in French, then reversing the clips so it sounds like real speech.
As you proceed deeper into the level, you’re presented with a challenge not seen until this point in the game: total darkness. Don’t worry, though! You soon find a torch to light your way. Implementing a dynamic light source like this was a challenge, and it required some hacky, old-school methods to get just right– but the results speak for themselves. It can even light other torches!
Now for a short Q&A with Gab, who makes up one half of the team at WildArts!
Thanks so much for meeting with me today! For starters, can you tell me a little bit about WildArts as a studio? Who are you, and why do you make games?
Gab: It’s a pleasure! WildArts is composed of myself, Gab, and my partner, Nicolas. We’re both French-Canadian, and we’ve been making games for 4 years now! Games are an incredible medium to work with, since the added aspect of interactivity allows players to really delve into worlds and experience stories like nowhere else. Seeing people explore the worlds we crafted and play around with the systems we designed is super rewarding to us, and it’s what motivates us to make more!
How is Caput Mortum's development going? Has it been smooth sailing so far?
Development is going well, and the game is about 80% done! Following early feedback, we made a few areas bigger and added some surprises in the first levels for people who played the demo. Our goal is to keep players on their toes and constantly make them wonder “Oh crap, what next?”
Awesome! My next question is about the control scheme. The PSX-era tank controls and independent hand movement are some of the game's most unique features. How did the team come up with the idea?
Gab: The idea came when I first tried King’s Field 4 for myself. I loved the vibes and found the experience of relearning a control scheme in an hostile and spooky environment super refreshing! It reminded me of how much scarier and tense games were when I was little and unsure of my gaming skills. This felt like the perfect starting point for a horror game!
When you were prototyping the control scheme, did it take a lot of iteration to strike a good balance between accessibility and deliberate clunkiness?
Gab: Not really, actually. The control scheme in King’s Field 4 is very disorienting at first and I knew it’d be a big barrier of entry, so I decided to start from scratch. I figured an intuitive alternative to the right analogue stick would be the triggers since it felt like pointing left and right. Then I assigned up and down to the bumpers, and the idea for the hand mechanic came when wondering what the right analogue stick would be used for! By keeping the character’s movement standard with the left analogue stick, the game strikes a nice balance between hard to control but forgiving.
As a studio, WildArts definitely has roots in horror with its debut title, Helltown. Then you released Born of Bread: a fun, colorful turn-based RPG. What inspired your return to the horror genre?
Gab: Our love for it! Nic and I are both big horror aficionados, but we equally love cutesy animated stuff, so that’s why our projects go back and forth between colorful fun and grotesque horror! Maybe someday we’ll try to merge the two, who knows ;)
Were there any big ideas you had to cut while the game was in its planning stages?
Gab: Thankfully no! I knew from the get go this would be a game with a small scope and planned accordingly. Ideas for Caput Mortum came pretty easily once I settled on a core theme, and we actually ended up adding more stuff once Nic joined the project and we started receiving playtesting feedback.
It's been so much fun chatting with you today. Any final thoughts you'd like to share with our lovely readers?
Gab: We’re both really proud of this project and I really hope it’ll stick in players’ minds once they reach the end. We’re working hard to make this special and it wouldn’t be happening without the support of everyone around us, so thank you! That’s all we’ve got for you this time. If you have questions you’d like answered in the next dev diary, drop us a line in the comments! Thanks for reading!
Here are the changes in version 0.2.6.2!
Japanese has been added!
Fixed a bug that removed player's input when timing an attack with the homunculus' dialogue.
Improved uncrouch detection.
Fixed a display bug with the dropping item tutorial when triggered before the crouch tutorial.
Progress on the main game has been going very well and we're super excited to see people's reactions to the new areas and enemies >:) We've also made a good amount of polishing and minor bug fixes in the full version, but didn't include them in the demo since it would require a lot of unnecessary time. However, please let us know if you come face to face with a very nasty bug!
Thank you!
Here are the changes in version 0.2.6.1!
If you are easily motion sick, you can now disable all camera shakes in the options menu!
The FOV can now be set from 80° to 110° in the options menu. We recommend keeping the default of 90° if you can.
Moved a previously unreachable hiding spot for the homunculus.
Attempted a fix for the rare occasion where dropping the cane in the Living Quarters would spam the notification sound effect. If you encounter this bug again, we would appreciate a detailed breakdown of how it occurred to you (control method, prior actions, hardware, etc.).
Thanks a lot for the reviews and discussions you've all left! We are really proud of this project and we can't wait for you to experience the full thing later this summer ^u^
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This page aggregates Steam news feeds, patch notes, and developer announcements for Caput Mortum, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Caput Mortum statistics page.
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