1 2 3 Slaughter Me Street Wikia
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Demo V 1.0.1[]

Bug Fixes:[]

  • Fixed a bug in which the completion stars on level buttons were blocking the buttons from being clicked in that spot.
  • Fixed a bug in which certain menus would require an extra click before any of the buttons would work.

Changes:[]

  • Renamed "Post-Processing" toggle to "Pixelation Effect", and gave it varying degrees of effect as opposed to just on or off.
  • Adjusted some safe zones.
  • Adjusted the Fog distance.
  • Renamed "First-Time Hints" to just "Hints" and made it so they will remain on unless turned off by the player.

New Additions:[]

  • Added a skip button to the kill sequences. This button will only be available once the player has died more than 3 times on a level, or once the player has completed that level.

Demo V 1.0.2[]

Bug Fixes:[]

  • Fixed a bug in which (ironically) clicking directly on the "Click to Continue" text on the Controls Menu would not result in a click.
  • Fixed a bug in which enemies would loop their Player Reaction animation if they could not navigate to you (Ex: Seeker chases you into a vent).
  • Fixed a bug in which enemies would teleport to locations they couldn't normally reach during their kill animation.

Changes:[]

  • Adjusted some safe zones.
  • Added some new hints to gameplay, as many people have had difficulties understanding safe zones or wrongfully assumed the enemies can't hear you. They're smarter than that.

Demo V 1.0.3[]

Bug Fixes:[]

  • Restructured the way that level loading is handled, to help prevent the occasional level select freeze.
  • Adjusted the enemy AI's navigation system to fix an issue that prevented them from reaching the far left side of the garage.
  • Reworked the way that player interaction is handled, fixing an issue in which the garage door could be opened by interacting with the door instead of the button.
  • General polish.

Changes:[]

  • Reworked the way the game handles the Flashlight Stun's hit detection, and made it a little more lenient.
  • Buffed the enemy AI's hearing, nerfed their eyesight.
  • Decreased fog thickness.

New Additions:[]

  • Challenge Mode: A mode that aims to take existing levels and remix them into new ways to experience the game on fixed difficulties. As it stands, it only includes one challenge.
    • Lights Out: If you've ever played the original Slaughter Me Street 2, you probably have an idea what this is. Fairly straightforward challenge, takes the House, removes all of the lighting, and continues as usual, with some minor changes (The Nightmare is not present in Lights Out, and tokens are not spawned).
      • In the full release, there will be more unique challenges, and challenge mode levels will have their own accompanying soundtrack.

Demo V 1.0.4[]

Bug Fixes:[]

  • Fixed a bug in which the game could have locked "THE HOUSE" in Level Select.
  • Fixed a bug in which the "LIGHTS OUT" challenge's name would display on the Challenge Select screen even if it was locked.
  • Fixed a bug in which Level Select would incorrectly show level completion stars until the difficulty was changed.
  • Fixed a bug in which the Nightmare would lose interest during a chase.

Changes:[]

  • Vastly reworked the Flashlight Stun hit detection. This will most likely be the final time that this gets changed.
  • Adjusted the range of the Look Sensitivity slider, changed the default value.
  • Made the flashlight on the "LIGHTS OUT" challenge slightly darker, to more accurately represent the original game.
  • Adjusted the fog color for the "LIGHTS OUT" challenge.
  • Separated the guard rail from the house's mesh in "THE HOUSE", and made it so the Flashlight Stun, enemy eyesight, and other similar features could pass through it.
  • Fixed typos in some Game Over tips, added new ones.

New Additions:[]

  • Upon loading into a level, the game now spawns a pool of blood in the location where you last died.
  • You may now skip the Victory Screen's animations by clicking at any point during the duration of said animation.

Demo V 1.0.5[]

Bugfixes:[]

  • Fixed a bug relating to the creature spawning that would allow Nightmare to spawn early.

Changes:[]

  • Reworked the Death Puddle system to save up to 15 of your previous deaths.

Hotfix:[]

  • Corrects the time it takes for the Aggression Level to increase
  • Fixes the level spawning more than 9 tokens

Demo V 1.0.6[]

Bug Fixes:[]

  • (HOPEFULLY) fixed the bug in which loading a level would occasionally result in a freeze. Please report to me if you still run into this issue.
  • Fixed a bug in which the Blood Puddles would spawn in at incorrect rotations.
  • Fixed a bug in which the "Deaths" record for a level would default to 0. You will need to delete your save data to see the result of this. (Located in "C:\Users\[YOUR PC USER NAME HERE]\AppData\Local\SMS99\Saved\SaveGames").
  • Fixed the animation timing for certain enemy kill sequences.
  • Other small fixes.

Changes:[]

  • Using your Stun Mode while inside a Safe Zone will now compromise it. Don't get cocky.
  • Updated the readme.

New Additions:[]

  • Added a mechanic in which enemies may occasionally choose the nearest Patrol Location to the player while patrolling. The chances of this occurring vary by difficulty, topping at 50% on Nightmare mode.
  • Added subtle yellow lighting to interactive objects that may not have been obviously interactive, such as the railing on the second floor or the wall in the yard.

Demo V 4.1.23 (April Fools)[]

Changes:[]

  • Reworked the way in which the game handles Relic Spawning. As a result of this, "THE HOUSE" and "LIGHTS OUT" are not currently playable in this build.

New Additions:[]

  • Added "THE FOREST" as a playable level.

Demo V 1.0.7[]

Bugfixes:[]

  • Fixed a bug in which the Blood Puddle footstep sound effects would not always play at appropriate locations.
  • Fixed occasional collision related issues involving the flashlight's Stun Power.
  • Several other small fixes.

Changes:[]

  • Challenge "LIGHTS OUT" no longer has safe zones, and is slightly darker to more accurately portray the mode it is based on in 123 Slaughter Me Street 2.
  • Thanks to the new difficulty and battery mechanic, difficulty balance tweaks have occurred. Specifically, the Exit Locking function now varies between difficulties:
    • Easy: Only the nearest Exit to the player will lock upon entering Exit phase.
    • Normal/Hard: Both the nearest Exit and a randomly selected Exit will lock upon entering Exit phase.
    • Nightmare/Slaughter: Both of the Exits nearest to the player will lock upon entering Exit phase, identical to previous builds of the game.
  • Enemies now have unique footstep sounds, instead of sharing them with the player. These sounds are subject to change.
  • Some enemy animations have been tweaked slightly.
  • New footstep sounds have been added, and some old footstep sounds have been replaced.
  • Hints no longer require a level restart to disable.
  • Changing the difficulty mid-game will now immediately restart the level.
  • Probably more I'm forgetting.
  • Story text has been added to level "THE HOUSE". Note that the full release will not necessarily have a story mode, but may still have an underlying story that plays out across all 5 levels to be found in Level Select.
  • Updated the readme.

New Additions:[]

  • A small new Challenge Level, "CLAUSTROPHOBIA" was added.
  • A new difficulty, "SLAUGHTER" was added.
  • On Easy, Normal, and Hard difficulties, a pink trail that leads to the nearest unlocked Exit has been added.
  • Batteries have been added. You may now find spare batteries dispersed around the map. If you pick these up, they will be added to your Spare Battery count, and you may press "R" at any time to completely refill your flashlight battery, leaving you vulnerable for a second.
  • A lean mechanic has been added. Press "Q" to lean left, "E" to lean Right, and both "Q" and "E" to peek upward. the Quick-Turn mechanic has been moved to the left "Alt" key.
  • A new Easter Egg has been added to level "THE HOUSE".
  • A crosshair has been added, to assist with aiming. It may be disabled at any time in the Options menu.
  • An "Effect Quality" setting has been added to the Options menu. This setting controls the intensity of the poly-wobble effect seen on the models in the game.

Hotfix:[]

Bugfixes:[]

  • Fixed some AI navigation issues.
  • Fixed an issue in which Exit Phase would begin early on Lights Out (no, you can't actually leave with 6 relics, the game just thinks you can).
  • Fixed an issue in which the nearest Exit would unlock on Easy mode upon starting Exit Phase.

Changes:[]

  • Claustrophobia now spawns 3 instances of Gomez instead of 2.
  • Tokens will now report noise events to nearby enemies in Token Hunt levels such as Claustrophobia, just as Relics report them in normal levels.
  • Challenge levels are now unlocked by collecting Tokens in main levels instead of by completing levels. Tokens collected on additional difficulties will count towards your overall Token count, meaning you can currently collect 45 total Tokens in this demo.

Demo 1.0.8[]

Bugfixes:[]

  • tbh idk there were a couple tiny ones I developed this demo at like 2am i forgot sorry
  • Oh yeah, fixed a collision bug that would make a very specific relic in a very specific location unobtainable. Should be fixed now. I think.

Changes:[]

  • Had to redo the save files again, I'M SORRY! This is the last time that will happen, I promise!
  • Adjusted the base speed value for the Nightmare, he's a tiny bit faster now.
  • Made the radius for the flashlight stun much larger, to better match the visual.

New Additions:[]

  • Added new challenge level "FREAK ON A LEASH".
  • Added a new mechanic relating to waiting in Safe Zones for a while. Try it. :)

Full Release 1.0.1[]

  • Fixed a bug in which certain enemies teleported when they shouldn't have
  • Difficulty balance adjustments
  • General polish

Full Release 1.0.2[]

  • Adjusted Gomez's alert animation timing / speed
  • Fixed a bug in which Henry would get stuck on specific stairwells
  • Adjusted the difficulty of the final level
  • Fixed a bug in which the inaccessible exit would be picked for Denson Daycare
  • (Hopefully) fixed a bug in which kill animations would not play upon death
  • (Hopefully) Fixed a bug in which enemies and event triggers in the final level could interrupt each other
  • Made the path in the Forest easier to see
  • Misc. Difficulty Tweaks
  • General Polish

Full Release 1.0.3[]

  • Fixed a bug that rendered Denson Daycare impossible to complete.
  • Fixed a bug that caused the flashlight to never run out correctly.
  • Fixed a bug that caused certain characters to get caught in certain areas of the map.
  • Fixed the level progression patterns of several challenges.
  • Fixed a bug in which the level brightness would update incorrectly if the Pixelation Effect was disabled.
  • Fixed some battery spawn locations that were incorrectly placed.
  • Adjusted game over tips for specific enemies.
  • Increased the amount of flashlight batteries the player starts with on Slaughter difficulty.
  • Increased the battery life of the flashlight.
  • Adjusted the difficulty rating of Denson Daycare.
  • Changed the Greeter's behavior. She no longer recovers from her stun upon looking away, and she now teleports more frequently than before (Her game over tips were not updated to reflect this change, apologies for the oversight).
  • General Polish

Full Release 1.0.4[]

  • Fixed an issue in which Hunter would get stuck on certain stairwells (for real this time)
  • Fixed an issue in which challenge level "CLAUSTROPHOBIA" would not load correctly
  • Removed Egret's game over tip related to a mechanic she no longer has
  • General Optimization

Hotfix:[]

  • Issue with Claustrophobia challenge not loading addressed
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