Game
Abandoned: Discovery Island
1 year ago

Here's what's coming to A:DI Classic 1.3.0!


Happy 8th anniversary! Abandoned: Discovery Island will be receiving a major update in the coming months, adding new features, fixing bugs, and introducing various quality-of-life improvements. Highlights include:

Challenge Mode

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Tackle a series of 20 preset challenges. Can you beat them all?

Long-time fans might recognize this one - 1.0.1 contained an unused early version of this menu, with the mode at the time having the inaccurate "Custom Night" name.

Hmm, I wonder what that extra space on the bottom's for... and why's Corruptus there? Something seems to be missing in the top part, too... or things?

Start a New Game From Night 3

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Once you beat the game for the first time, you'll now unlock the option to start a new game directly from the third night.

Exposure Improvements

Kill timers have been changed across the board to always guarantee that you'll have a split second to react. A few other changes were made as well:

  • Shutting off the power (and the power turning back on) now resets kill timers like how hiding previously did. However, shade kill timers have been universally reduced to compensate.

  • Photo-Negative Mickey now shares the same kill timer for both sides of the office.

The Corruptus

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Yes, I really went with that frame.

The changes made to The Corruptus's night in New Super Abandoned: Discovery Island VI.0 DX: Director's Cut DELUXE: Five Nights at Treasure Island: Found 2021 Revision 3 feat. Dante from the Devil May Cry series Final Mix Redux with New Funky Mode - A Fragmentary Passage and Knuckles Remastered have been incorporated into the base game.

Yes, really. That's the full title and I'm sticking with it.

Namely, his power out behavior has received a complete overhaul.

On top of those, some other substantial adjustments to his behavior have been made, but I think it's best that you all find out what those are for yourselves. ;)

Frame Rate Adjustment

Previous versions of the game were locked to 60 frames per second. 1.3.0 will offer an experimental option that allows you to increase or reduce the frame rate cap. This doesn't affect too much, since this is a 2D point-and-click game with prerendered animations, but if you want a more authentic classic FNATI feel or want to make the scrolling just a little smoother, the option's there.

Cutscene Improvements

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Text sequences have been adjusted to use a more natural typing effect, along with a few other visual tweaks.

Scarier Scares

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A few jumpscares have been tweaked to remove pauses during camera transition animations, and the scrapped shake effect has been restored. There's now also a delay before jumpscare screeches play during desk jumpscares, in line with how they originally intended. A few previously missing jumpscare animations were also added to replace recycled ones, as well as Slester's missing power out jumpscare.

True Mickey Ending Tweaks

The True Ending route has seen a few adjustments, with a few unfinished mechanics reinstated. The Nightmare segment and Phantasm Mickey/Undertrue fight fight have received a few tweaks as well. I'll leave the changes a mystery for now, as not to spoil the bigger changes...

Sound Mixing Improvements

Various adjustments have been made to the volume and panning of sound effects, character voices and background ambience.

Downloadable Content

Support for downloadable content has been added to the game. This update will launch with a few separately downloadable modes:

  • Classic Night (R1)

  • Original Final Bosses (1.2 Corruptus, 1.0 Phantasm Mickey)

There's no other plans for DLC at the moment, and while that is subject to change, there's not much I'd really consider.

Closing Thoughts

Since I first started development back in November 2015, there's been some bumps in the road, and while not all of my memories of development are fond, A:DI's still very near and dear to me. Can't believe there's one year left until I can make that joke. 1.3.0 is planned to be the last major update for the original 2016 version of Found R0, but that doesn't mean support stops there - stay tuned! Thank you all so much for eight years of your support, and massive shoutouts to everyone that helped collaborate on this project over the years!



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