Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
SENSEs: Midnight›Events›HALLOWEEN Re-Launch
Community

HALLOWEEN Re-Launch

SENSEs: Midnight · published 13 Oct 2022, 21:27 UTC

All eventsPlayers around this dateRead on Steam

Hello everyone!

We're sorry for the month of silence, but we really wanted to take stock, reflect, and carefully consider how to move forward and what specifically to address. We mostly have good news for the patch, but want to give some bad news first. Without getting too into the issue, despite our best efforts we were left with no choice but to part ways with our coder, this unfortunately means that the only fixes and additions we could make over all were visual, lore, or minor adjustments or iterations to what we have. Adding combat, new features, drastically changing enemy behavior, is simply not possible. The good news is we aren't quitters and we pretty immediately made moves to find a new coder so that we can rebuild a much better, more versatile, and better optimized way to continue making games going forward. We are very excited to get back to work, and are hopeful on our current prospects!

All that out of the way, we spent a few weeks planning out what to add and how given our limitations, and the rest of the time working our butts off to add it all in. I believe, though small, the new content brings the game to a much better and more "complete" feel. We are very excited to see the feedback and hope that anyone disappointed gives the game another chance! We are presently working on some final new elements we will outline below while we wait for the localization files. We are still on track for a release of this patch just in time for Halloween! We are calling this patch 2.0, and are heavily and carefully testing for bugs and errors, that said if any missed bugs arise from this new patch we will work to address them as soon as we can! We expect to push the update by next Friday Oct 21!

Side note - The new content of the game adds roughly 30 minutes of additional gameplay!

FIXES

  • Various minor bug improvements throughout the game
  • visual improvements to several cutscenes, including elements that were broken or not rendering properly.
  • Fixed a bug causing several shinrei shashin to be triggerable in the wrong place, but not capturable. These will no longer trigger unless in the "hot zone".
  • Fixed an issue where several cutscenes would cue improperly causing camera jumps, assets appearing before fade in/out.
  • adjusted several interactions that could be started/ended at odd times, which caused odd behaviors on rare occasions.
  • improvements and fixes to several meshes, textures and visuals.

COMPLETED AND IMPLEMENTED ADDITIONS

  • A New area has been added to the game, not only requiring an item puzzle to access, but adds lore, interactions, a cutscene and it's own puzzle within.
  • A second shortcut has been added which also requires a new item to use, but adds additional lore, interactions, a cutscene, and enables a new enemy.
  • The new enemy type is unique, uses pre-established lore, and adds to that story.
  • Added a new jibakurei type - "Crimson Jibakurei", these are 3x faster than standard jibakurei and can see the player from further away.
  • Kaho now has a drone called "Teru Teru Robo", acting as another indicator for shinrei shashin zones, and adding some clearer visual logic to the lore/storytelling.
  • We've added a few elements to the park to add more "SOUL". Many of these items were concepted out a long time ago and were dropped for a number of reasons, but we decided that the unique visual identity of the game needed to be pushed a bit more.
  • Added more dialogue throughout the game for better characterization of Kaho's friends.
  • The New Game + ending cutscene is now the "Good ending", and can be accessed in your first playthrough by completing the newly added sections of the game before escaping the park. .
  • Several new scares!
  • Changed the logic for several interactions and shinrei shashin in order to facilitate the new additions.

IN PROGRESS ADDITIONS (may not be able to implement, but are trying to get in before next weekend!)

  • Okiku will have a "second form" accessed at a certain part of the game. Though the visual changes are minor, she will be faster, more aggressive and her attack hurt box will be wider. Dodging this form will be more difficult, so holding on to your magatama will be more important.
  • Okiku will also be force spawned close to the player in several more interactions, adding to the tension and moment to moment gameplay.
  • Signs of centipede infestation will be more obvious and apparent for lore.
  • If time permits we are working on re-animating parts of the ending cutscene, though this is the most unlikely addition.
  • Additional visual improvements and mesh reworks.

We can't express how thankful we are for the support we've received so far, and are doing everything we can to bring Midnight up to a better level. Though we are pretty upset that we won't be able to do much more than polish the elements we have, we are putting every bit of juice we have left into Midnight ver2.0 and are keeping ALL of the feedback we've received but cannot address for our next title.

More from SENSEs: Midnight

Other announcements

All events
Community23 Feb 2026SURANGAMA, SUZAKU's Next game enters Kickstarter!Hey everyone! Happy Steam Next Fest! WE hope you are enjoying the many awesome demos and exciting new projects be announced and shown off! Of course, we have our own! It's been a long time, and we've had a lot of struggled and battles to fight. But we finally have a project that shows how much we've grown and improved. Introducing SURANGAMA, a one of a kind Survival Horror X Character Action ma…Esports13 Apr 2023SENSE/s: Midnight Console Release Info!Hello everyone! And thank you for your continued support! We've been away for a few months working hard on porting Midnight to Playstation, Switch, and Xbox and the time has finally come for us to open preorders exclusively at PlayAsia! Only 2000 Limited Editions will be produced for Nintendo Switch and 1000 for PlayStation 5, priced at US$39.99 plus shipping to include the game, manual, soundt…SENSEs: MidnightGame update27 Oct 2022Patch 2.01Hello, we've addressed several small bugs, we hope that you are enjoying SENSE/s: Midnight ver2.0. · Fixed an issue where the kama was appearing but not interactable · fixed an issue where the kama interaction would not trigger in NG+ · Fixed a bug where the game would not return to the main menu after the credits. · Fixed a bug where the gacha coin in the underground tunnel could not be picked…