Bonanit · public · first seen
We would also like to thank everyone who streamed BONANIT or shared videos on YouTube and Twitch, helping many more people discover the game. We have read your feedback, reviews and suggestions, and much of this update was inspired directly by your support.
We are currently working on the second chapter of BONANIT, but we did not want our upcoming anniversary to pass without returning to the original game.
That is why we have prepared a major free update covering a significant part of the experience, including performance, visual quality, anomalies, languages, interface elements, enemy behaviour and many smaller details that deserved additional attention.
We have reviewed and improved many of the existing anomalies while also introducing completely new ones.
BONANIT now features over 130 possible anomalies spread across its different stages and objects. We have also improved the underlying system to ensure anomalies appear, reset and are identified correctly.
Our goal is to make every playthrough feel more varied, unpredictable and frightening, even for players who already know the room well.
We have carried out a major performance review to provide a more stable experience without sacrificing the atmosphere or visual quality.
Improvements include:
Optimised textures, materials and auxiliary maps.
Reduced graphics memory usage.
Selective use of Nanite on objects where it provides a genuine benefit.
Optimised lighting, shadows and elements that change during anomalies.
Reduced performance cost for characters and creatures while they are not visible.
More reliable materials across different graphics settings.
A thorough review of numerous objects and environmental elements.
We have reviewed the behaviour of certain entities during the later stages of the game.
Their movements and reactions are now more varied, reducing situations where they could remain in the same area for too long or disrupt the pace of the game. Encounters retain their tension and danger while providing a more balanced and less frustrating experience.
We have also improved patrols, pauses, pursuits, appearances, restarts and jumpscares.
The previous character model has been replaced with a new body fully integrated into the experience.
It now includes:
Breathing animations that respond to the player’s current state.
Multiple breathing intensity levels.
Spasms and physical reactions at specific moments.
Improved transitions when waking up, returning to bed or recovering from a struggle.
Better integration of the head and body across the player’s different positions.
BONANIT can now be enjoyed in many more languages.
We have not limited the localisation work to the menus. We have also reviewed:
Subtitles.
Narrative text.
Object inspection descriptions.
News articles and documents.
Gameplay rules.
Instructions and controls.
Introductory text.
Menus and graphics settings.
We have also added a new language dropdown and compatible fonts for the characters required by each language, while preserving the game’s original visual identity.
We have rewritten and reorganised the rules to explain inspection, blinking, the sanity indicator and anomaly detection more clearly.
The game now communicates more clearly that:
Anomalies can only appear on objects that have previously been inspected.
No anomaly can appear while the sanity indicator is turned off.
Lights and electronic devices may react to the storm.
Doors may open or close because of the wind.
The entities stalking the player are never anomalies.
We want the game to be easier to understand without revealing the secrets that form part of the experience.
We have also updated numerous interface and presentation elements:
More consistent menus and dropdowns.
Reorganised rules for improved readability.
Improvements to the pause, news and credits screens.
Better focus and zoom behaviour when reading documents.
Revised inspection descriptions and narrative elements.
Updated subtitles and messages.
Adjusted font sizes, spacing and typography across different languages.
Improved presentation of the credits during gameplay.
In addition to all these changes, we have addressed a range of uncommon situations that could occur during a playthrough:
Cases where certain anomalies might not be detected correctly.
Potential issues involving objects attached to moving furniture.
Situations where a stage might not restart correctly.
Characters occasionally becoming stuck.
Footstep sounds sometimes failing to play under specific circumstances.
Materials or textures disappearing with certain graphics settings.
Object references becoming unavailable at specific moments.
Potential visual issues affecting jumpscares and dissolve effects.
Interface elements occasionally overlapping.
Various narrative, visual and interaction adjustments.
This update is our way of thanking you for all the support we have received since launch.
We are continuing to work on the second chapter of BONANIT and hope to share more information when the time is right. In the meantime, we wanted the original game to receive the care, improvements and attention it deserved.
Thank you for playing, sharing your experiences and helping us continue to improve.
The night is not over yet.
Necesito Estudios
| Depot | New manifest | Previous manifest |
|---|---|---|
| 3022011 | 5795697408490702980 | 8553474307049018078 |