Welcome back to the neighborhood! Today is very exciting because for the first time in this game's history, there is a brand new map / location to be explored. Nocturne Hollow (a map idea suggested by @cathedralnocturne on Twitch) is a backwoods trailer park community, complete with a hillside cemetery, community church, and mysterious underground hideout. Also new to the game is the new modifi…
In-game event · published 21 Jun 2026, 07:56:28 UTC
Inventory Expansion Update (+ Code Optimizations)
Introduction: Welcome back to the neighborhood! Since the game's launch the amount and diversity of items have had it's ups and downs, with some updates removing items and later updates adding new ones. There are now certain types of items that have persistent state, like flashlights with limited battery power, and items that are stack-able, like Candles and Scrap. With all these changes, I tho…
Fixes: · Fixed an issue where a few held inventory items would not drop properly when a player died. · Potential fix for crafting table not allowing non-host players to craft items. · The fix has been tested locally on a machine running two instances of the game, but I'll need confirmation that it has worked in a real network multiplayer match. · Added a temporary method to be able to drop inve…
In-game event · published 20 Mar 2026, 08:48:11 UTC
The Neighborhood Expansion Update (Complete)
Additions: · New Tutorial Mode: · This mode is a guided playthrough of a real round, with the exception of death being disabled. All the usual scares and hunts are still enabled, however. The tutorial map will include question mark triggers that explain various items in the game. · This "Guided Playthrough" system can be enabled for regular single player games, as well as in multiplayer and is…
Major update · published 15 Mar 2026, 22:25:45 UTC
The Neighborhood Expansion Update (Part 3)
Additions: · New Side Quest: Scene of the Crime · Somewhere on the map will be the scene of the crime, only locatable by using UV to find the blood pool. · By using 5 burn materials and a lighter, you can burn the confession note at the crime scene for extra XP, as well as gain an extra bonus perk for the round. · The ghost lowers power level down a few points. · Added New Usable Items: · Scrap…
Changes: · Burial site is now just a mound instead of a fire ring. · Sheds can now be locked, with the key spawning somewhere inside the house. · Ghost AI tweaked. · Most percentages for chances of attacks have been increased. This change in addition to the fixes with power level not modifying correctly and the ghost's inability to move most of the time should hopefully ramp up the activity in…
The Neighborhood Expansion Update (Part 2) - FIXES
Changes: · Drastically reduced the amount of foliage in the level. · Doors have a slightly lowered chance to be locked, and can now be unlocked without a key if opening from the inside. · Increased shovel spawns to 4. · Reduced the amount of dirt piles that spawn overall. Fixes · Fixed a bug where the flashlight wouldn't spawn for your player. Engine · Enabled Nanite for most objects in the gam…
In-game event · published 6 Mar 2026, 11:53:12 UTC
The Neighborhood Expansion Update (Part 2 / BETA BRANCH ONLY)
Welcome Back! It's been almost a year since my last update, but I'm hoping to get back into the swing of it and trying to bring Cul-De-Sac up to speed with some new ideas I've been collecting for a while. This update is a continuation of the Neighborhood Expansion Update. I've made some drastic changes (and some potentially controversial removal of features), but I do have a plan, and there wil…
Fixed: · Key pickup sound effect now localized to area instead of being played uniformly to everyone, regardless of position on the map. · Items could sometimes be thrown under furniture / vehicles. Now there are blocking volumes to ensure that items don't become unreachable. · New stalking ghost event is now only visible and audible to the player being affected.
In-game event · published 29 Jun 2025, 00:28:41 UTC
The Neighborhood Expansion Update
Welcome back to the neighborhood! This update revolves around making the map a little more interactive, while also preparing for a potential map expansion / new exploration mechanics. In addition, I've upgraded the game from Unreal Engine 5.3 to 5.6. Big jumps in versions are always a little risky, but I think I've ironed most of the glaring issues out. If you come across crashes, please feel f…
In-game event · published 14 Jun 2025, 07:00:51 UTC
The Personality Update
New Voice Lines · The ghost has a few more voice lines and there are some new circumstances in which specific lines will play. · The player now has a few voice lines that play to help guide the player along with certain tasks (such as indicating when enough burn materials have been collected, when the nexus activates, etc.) Behaviors / Attacks · Attack - Behind the Door: · Similar to a regular…
Added a mandatory EMF spawn that shows up in the world and can be seen on the map UI. · Early Look: The next update will be addressing new ghost abilities / behavior. There is one new sub-type of phantom attack that may appear now.
Major update · published 26 Dec 2024, 09:34:48 UTC
The Progression Update
Today is a very exciting day! This update brings new content and features to Cul-De-Sac. This has been a very long awaited update for me because up until this point, I've been in optimization purgatory trying to get the game in a stable state, running decently enough and functionally well in a multiplayer setting. Now we're on to the fun stuff that will flesh the idea of the game out even more…
Today's patch will be continuing the focus on multiplayer improvements, as well as some general game optimizations not related to multiplayer specifically. With this patch I'm officially taking multiplayer out of "Experimental" and putting it into "Beta"! There will of course still be further improvements and tweaks to the net code but I think I'll be comfortable with calling multiplayer an off…
In-game event · published 24 Nov 2024, 23:21:53 UTC
Multiplayer Improvements Update
Hey everybody! It's been a busy last few weeks/month. I've been trying to wrap my head around all this multiplayer / networking shenanigans, attempting to reduce network bandwidth usage to allow for a more playable experience on multiplayer. I've combed over all the network code trying to figure out any optimizations I can make, mostly offloading a lot of functionality to client side, only tryi…
It's been a while! Now that the Halloween season is over, the game has had a small boost in players in the last week. This has given me an opportunity to get more feedback, and today's update mostly revolves around the game's tutorial. There are also a few game play and UI tweaks in this update too. Tutorial Tweaks · You can no longer die during the tutorial. Instead, a pop-up info box will let…
Hey all! It's been quite a while since last update, and unfortunately today's update is very minor, only including a small UI fix to allow the Mouse Sensitivity option to be lowered than it used to be able to. I'm hoping that once the summer is over I can get back into the groove of working on Cul-De-Sac again (I've been spending a lot of time doing IRL work at home). I do plan on having at lea…
Super small update, fixing some bugs with the new Nexus Point update. Fixed: · Nexus Points not replicating properly for clients in a multiplayer game. · Few minor performance optimizations with Nexus Points and the Nexus Barricade at the church entrance.
Minor feature update this weekend! Today's update focuses on improving the core game loop, as well as some polish on various cosmetic elements including the in game HUD and main menus. Added Features: · "Deep Breath": This ability allows you to dispel a phantom jumpscare (not a hunt) that's ready to attack you, provided you have one queued up. Additionally, if you have an elevated heart rate al…
NewsVRAM Optimizations for Fatal Error Crashes (hopefully!)———13599106
Game update · published 29 Feb 2024, 09:08:50 UTC
VRAM Optimizations for Fatal Error Crashes (hopefully!)
This update is fairly large (compared to the game size) due to changes in most of the textures of the game. I had a few users posting Fatal Error crashes due to VRAM over-utilization. I've modified a lot of textures to hopefully mitigate these issues and stop most of the fatal errors from occurring. If you continue to have these, please let me know! The best place to find me is at the game's of…