Updates & Patches
Oppressor of Dreams
Changelog
Below you can find detailed patch notes and rework information for Oppressor of Dreams
Patch & Rework Update - 8.0
The recent development phase for Oppressor of Dreams has been the most intense and transformative period in the project's history. Numerous scenes have undergone complete technical, visual, and gameplay revisions. The goal was clear: to make every aspect of the project more stable, transparent, and professional while elevating the player experience to new heights.
Below is a detailed breakdown of the changes and improvements made scene by scene covering modernized systems, bug fixes, visual refinements, and gameplay enhancements all bringing the game closer to its final quality.
Scene 18 – Generator and Gas Can Fixes
Scene 18 has long been a problematic point in the project, so it received a full overhaul. The gas can pickup system was unreliable, so the interaction logic was rewritten, along with a major fix to the generator's pouring sequence particularly the first and second pour phases. Flashlight brightness was also insufficient, prompting a lighting system update. Wall detection configurations and post-processing effects were corrected to restore the scene's intended visual quality.
Scene 22 – Dialogue and Inventory Handling
In Scene 22, dialogue timing and sequence were inconsistent, resulting in a fragmented narrative flow. All dialogues were retimed with smoother pacing and transitions. The inventory system now includes a manual reset and cleanup feature to handle potential overwrites and ensure consistency.
Scene 23 – Complete Rewrite of Mush
Mush's character lacked definition and consistency. In Scene 23, all his dialogues were rewritten to better reflect his personality and role. The audio system was refined as well volume balance, spatial acoustics, and distance attenuation now create a far more immersive auditory experience.
Scene 25 – Optimized Environment and Interaction Improvements
Scene 25 previously suffered from performance issues. Major optimizations significantly reduced lag. The screwdriver is now handled as a true inventory item and disappears upon use. The wood interaction was fixed, and the environment became richer with new props, boxes, and floor debris enhancing the overall atmosphere.
Scene 26 – Gameplay and Scene Refinement
Several problems affected Scene 26, including faulty vent hitboxes these were resized and corrected. The "You're gonna pay for this" dialogue now displays for the proper duration. Flashlight brightness and lighting optimization were also improved.
Simultaneously, both visual and functional elements were refreshed: new fonts, new hiding spots, improved animations, corrected maps, and updated cultist models. Generator cables and environmental details were reorganized for a more polished presentation.
Scene 27 – Environment Cleanup and Item Handling
Scene 27 contained clutter from excessive paper props, which were removed. The crowbar's physics and interaction logic were completely redone. The warehouse door function was disabled due to gameplay logic issues. Trigger fine-tuning and proper inventory integration for items were also completed.
Scene 28 – Key System, Crystal, and Cutscene Fixes
Several items were malfunctioning in this scene. Key pickups now work flawlessly and provide sound feedback. Glitching metal rods in the container were corrected. The red crystal now functions as a quest item with a dedicated pickup sound.
A critical issue where the fade effect failed to fully obscure the screen was fixed completely. Floor bugs were eliminated, lighting was partially optimized (yielding noticeable FPS gains), and overall stability improved.
Scene 29 – Key and UX Refinement
The key pickup system received new functionality and audio feedback. The "Press E" prompt was redesigned for better clarity and consistency across doors.
Scene 30 – VFX Fix
The misplaced smoke particle hovering above the fire was fixed. The VFX now appears in the correct position and behaves properly.
Scene 31 – Visual and Atmosphere Enhancements
The factory staircase texture issue was corrected. A dynamic camera shake was added when the elevator starts, creating a more intense scene opening. FPS lag was significantly reduced. All fonts were replaced with licensed versions, and cultist spawn timing was fine-tuned for greater tension.
Scene 32 – Jumpscare System Rewrite
Scene 32 contained a critical bug in the jumpscare system a tester managed to trigger an unreproducible state. To fix this, the entire jumpscare logic was rewritten, now supporting two separate triggering methods with built-in redundancy. The second elevator start now includes camera shake, and fonts were updated here as well.
Scene 01 – Intro Scene Fixes
Personal belongings now reliably enter the inventory. Exiting the building is handled via proper interaction, and both the save and objective systems initialize correctly.
Scene 02 – More Stable Saving Process
The game now automatically saves at the start of the scene, reactivates objectives, and handles the exit door via interaction.
Scene 03 – Automated Systems and Visual Transitions
Autosave and objective handling have been automated. Scene transitions now feature a clean black fade-out effect for smoother visual flow.
Scene 04 – Taxi, Train, and Modern Save System
The old unreliable autosave was replaced with a new, stable version. Boarding the train is now interaction-based instead of trigger-based. The taxi door can be opened and closed, and a new sound effect plays when stepping onto the train.
Scene 07 – Audio and Save Improvements
Disembarking from the train now plays a sound. The save system was upgraded, the objective manager was fixed, and the train's 3D audio effect is now spatially accurate.
Scene 09 – Lighting, Sound, and Interaction Update
Autosave was updated to the latest version. The lamp texture glitch was fixed. Objectives now activate dynamically. Entering the house requires interaction, and the generator's 3D sound is more realistic.
Scene 10 – Stability and System-Wide Improvements
This scene received extensive upgrades: modern autosave integration, automated objective handling, and a major lighting optimization (previously severely inefficient). Dialogue timing and trigger zones were adjusted.
The critical ESC-freeze bug was fixed, as well as the jumpscare skip exploit. The bed interaction now functions correctly and is no longer tied to faulty triggers.
Scene 12 – Detailed Visual and Technical Cleanup
Numerous texture bugs were fixed (including personal stuff and lighting textures). Unnecessary objects were removed, pickup status errors corrected, and lighting optimized. Autosave and objectives now run on the latest systems.
Stair textures were corrected, the chocolate item received a new sound, and exiting the building is now interaction-based. The pause system was updated, resolving prior input errors.
Scene 13 – Major Optimization Phase
Lighting, subtitles, and the pause system were all modernized. The basement hatch is now interactive, and trigger bugs are gone. Optimization greatly improved FPS. The battery consumption mechanic was removed, and map textures were upgraded.
Scene 14 – System-Wide Modernization
The outdated time-freeze mechanism was removed, replaced with a modern system. Subtitles and the subtitle handler were upgraded, and player jumping was disabled. Save and objective systems were updated. Falling off the stairs bug was fixed, notes were rewritten, and map visuals improved. The crowbar in the warehouse now provides proper pickup feedback.
Scene 15 – Save System and Physics Fixes
Autosave was implemented, flashlight calibration corrected, and objectives now trigger automatically. The old pause system was replaced, and player physics recalibrated. The temple descent is now interaction-based.
Scene 16 – Complete Redesign
Scene 16 received one of the largest and most visually striking upgrades. The entire scene was reworked with the new save and objective systems, and modern interaction objects. Wall detection now runs on the newest version. The scene's visual and technical quality is higher than ever before.
Development Updates
We're currently sharing all development updates exclusively on our Discord and Trello!
Until the full release, these are the only places where you can track the game's progress, see upcoming features, and get early looks behind the scenes.
Join our Discord community and follow the Trello board to stay in the loop!
These platforms serve as the central hubs for all behind-the-scenes progress from early concepts and prototype changes to ongoing feature testing, design adjustments, and internal updates. Every step of the creation process is discussed and tracked there, giving the community a transparent view of how the project evolves before its release.
However, once a development phase is completed and an update directly affects the playable or finalized version of the game, the details are published here on the official website, under the Updates & Patches section.
This page therefore contains only implemented changes, finalized fixes, and content that has become part of the actual game experience, while ongoing work and experimental features remain exclusive to our Discord and Trello channels.
