0.2.4 - The "Lore Dump" Update


Matt and I spent an hour on the phone last night trying to work out the actual goal of Crimson Shrine. The original CD-ROM didn’t come with a manual (it was obviously a pirated copy), so sometimes we’d spend a while bouncing ideas off each other trying to come up with a justification for how the game works.

You know like how you always wonder why the Overwatch characters are fighting? Like that. You know. The Nerd Shit you talk about when you don’t have any other friends. Don’t look at me like you don’t know what I’m talking about. None of us is here because we had a good time in high school.

To me, Crimson Shrine was all about protecting the Shrine from the things that wait in the dark to take it – whoever or whatever they might be. Matt feels very strongly that you are the thing that waits in the dark, and that the Shrine is a secret, “the biggest you’ve ever heard,” that it’s a great honour in the world of Crimson Shrine to be the one to protect it.

Features

  • generalised UX improvements; just about everything should be clearer now
  • made some minor changes to the level geometry
  • balance changes, by which I mean I nerfed the shotgun - bullets now only do 3 damage a piece, so make sure you’re close before you use it!

Fixes

  • rebaked the lightmap as previously shadows weren’t rendering properly and in some cases rendered without the associated model
  • fixed the audio bug in the “walkway” area
  • fixed the audio reverb bug on footstep sounds where the echo would sometimes sound before the source audio clip
  • cleaned up some code, moved some functions to different classes to improve performance

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