Upcoming Patch Preview - Feb. 2022

Hey everyone,

Ray McCaffrey here with a quick update on what’s been going on over here at Steel Wool; specifically, details about our first major patch and what y’all can expect when it’s released in early-mid February. When we were evaluating what changes needed to be made we looked at two categories - serious bugs that slipped through the cracks for launch, and quality of life improvements we’ve seen the community rally behind. We will be generating a comprehensive list of changes for the patch notes when it’s ready, but in the spirit of transparency, we’d like to give everyone a heads up.

The first category is bug fixes:

  • Serious performance and visual fixes for all platforms, with the most notable improvements appearing on the PlayStation 4. Not all of the issues have been addressed, like hitches that occur outside of moment-to-moment gameplay between attractions, but we think you’ll be happy with the steps we’ve taken towards an overall better experience.

  • We’ve made changes to jump scare functionality to prevent issues like getting jump scared during the game’s credits, and characters disappearing during a jump scare.

  • We fixed issues with the world improperly loading and unloading. The most egregious example we’ve fixed is the possibility of unloading the entire world when entering Freddy.

  • Additionally, we’ve fixed edge case bugs like missions not triggering if a specific series of events occur in a specific order, getting out of bounds under certain conditions, and certain exploits (get your fun in while you can.)


The second category is quality of life improvements:

  • We’ve added a single save station in the atrium for overtime, allowing you to save between endgame events. Our goal was to make unlocking certain endings more difficult - we succeeded, but at the expense of the fun. We hope more folks pursue the game’s endings with these improvements.

  • We’ve extended the skip cinema system to include cinematic moments like the Sun/Moon transformation sequence in the Daycare.

  • We’ve looked at ways to better telegraph goals and paths forward. For example, the colors of the cables in the Daycare now use the same color system that we use in parts and service so that it’s a little easier to get through that sequence.

  • We’ve done a first pass of reducing the game’s overall size on-disk.

  • We’ve also made some overall balance changes to things like the Burntrap boss battle and hiding spots.


Again, these are high level descriptions - the patch notes will be more granular. We’ve got a final version of the patch in test now and so far it looks promising - we are going to be taking our time to make sure it’s solid which is why you won’t see it released for a bit. 

Thanks for taking the time to read this and we’ll keep everyone up to date with any other plans/changes you should know about.

Ray McCaffrey

Executive Producer

Guest User