This is the fifth post-release update for Where’s Garry!
This update mainly focuses on massively expanding the Map Editor, while also introducing several gameplay changes and a ton of quality of life improvements across the entire game!
IMPORTANT ANNOUNCEMENT
Last month, I uploaded a blog-post regarding this update's progress. In it, I've said that version 6.0 will be the game's LAST update.
Since then, plans have changed. Initially, this update was going to include a ton of new secret levels. However, I decided to split that into its own separate update: version 7.0.
This was done in order to properly deliver these new features and to not rush things out.
A huge amount of back-end systems were also rewritten behind the scenes, especially regarding enemy handling, map logic, performance, etc.
Android Support:
You asked, and I delivered.
Where's Garry is now OFFICIALLY compatible with Android devices
Includes full mobile support, a menu to properly customize controls, improved menus fitting for a phone, and more.
Unfortunately, I could not make the game compatible with IOS :(
Gameplay & Enemy Changes:
Added a new Difficulty setting:
Normal (enemies deal damage)
Hard (enemies insta-kill)
Certain enemies will no longer instantly kill the player in Normal mode
Mingebag takes 50% of your health
Meaty takes 50% of your health (and de-aggro)
Semper takes 25% of your health (and alerts Meaty)
Headsman takes 50% of your health
Null takes 75% of your health
Semper can now be scanned while he's fully visible
Meaty can now detect the player while chasing
previously he could do so while patrolling / standing still
Lowered Mingebag's attention span from 2.25 seconds to 2 seconds
Fixed an issue with Umbrella Man killing the player while inactive
Whenever enemies walk over sound-producing objects like bushes, trash, leaves, etc. the correct sound will now play at a slightly lower pitch and volume
Null has a new ability: Scan
Every once in a while, Null will scan for your position and head towards you
He is no longer a Mingebag clone
Updated Null’s description
Fixed overlapping Headsman animations
The Phantom's scan circle now properly follows him
Fixed an issue with doors being heard globally by enemies regardless of hearing range
Headsman can no longer:
Randomly walk into saws
Walk inside rooms
Spend excessive time inside the mansion
Barry Adjustments:
Increased Barry's maximum distance before skipping time from 42 to 45
Increased the delay before Barry starts moving again after a time skip from 1.6 seconds to 1.73 seconds
Increased Barry's cooldown between time skips from 3 seconds to 3.35 seconds
Garry in the intro sequence now spawns much closer to the player
Garry in the intro is now transparent like normal Garry
Updated Garry's time-stop effect
Added fall damage
The enemy scan detection system is no longer data-driven
Map Editor Changes:
Added a toggleable grid into Hammer mode
Added a brand new Controls menu inside the Hammer Editor
you can now fully customize editor controls to your liking
Added vertical movement support for map objects
tiles, props, patrol points, spawn points, and ground tiles can now all be moved vertically
Spawn points can now be rotated
Added a new Fog Density property
Added traffic lights into the Hammer Editor
includes both a trigger zone in Noise and an actual prop version
Added new exit door textures
Exit door textures can now be selected directly in the map editor
Added a ton of new props
Added a ton of new materials
Added several new Hammer-exclusive enemies:
Bruin
Bunnie
Duck
Wolf
Silentman
Tainted
Added a new Beartrap in Noise
walking into it heavily slows the player for 3 seconds while also stunning enemies
Added Fire as a Noise object
Added a brand new Puppet NPC system:
You can create cutscenes or events with it
You can fully customize its appearance
You can now make fully scripted scenes inside custom maps!
Added Custom Enemies:
Create and fully customize your own enemies
You can modify its behaviour, what sounds they play, how they look like, etc.
You can save and share them freely to others
No custom sprite support sadly (I couldn't figure out how to do it)
Doors in Hammer mode now visually display:
their interaction range
the direction they will open
Umbrella Man is now fully compatible with the Hammer Editor
his trigger zones can now be found under Noises
Improved many Hammer mode menus
Updated and improved the Hammer Editor help document
The layer and tile buttons are now synchronized
Removed the Quick Switch and Hide Navigation options
no one used them
UI & Quality of Life:
Added a new Extras menu
Includes enemy animations, jumpscares, gallery, and a sound test menu
Moved the custom map list into Extras
Moved the Sound Test menu into Extras
Added a new Configure Controls setting
you can now fully rebind controls
NOTE: if you have a different language on your keyboard, controls may not respond accordingly! If you cant move make sure to rebind your controls
Added several new main menu backgrounds
including unused backgrounds and new ones themed around secret levels
Main menu backgrounds are now dynamic
you will only see a map's background once you've reached that point in the game
Removed the old Sound Test room easter egg
Added a new button that opens the Custom Maps folder
Map Changes:
gm_bigcity
The player no longer spawns facing the wall
gm_slaughter
You can now fully jump over the string
Removed several patrol points in gm_slaughter
Fixed the carpet texture in gm_slaughter being unusually small compared to the rest of the game's textures
gm_graveyard
Fixed several misplaced materials
gm_construct
Reduced trash and leaf texture sizes from 256x256 to 128x128
Made gm_construct textures pixel-consistent with the rest of the game
gm_ninetenths
Fixed several broken walls
testchmb_a_11
Removed a few of Umbrella Man's zones
Miscellaneous Improvements
Did several large performance optimizations
These improvements are especially noticeable after patching the first error
Improved how the game handles enemy and error handling
Moved the Input System to Unity's newer version
Movement is slightly snappier than before
If multiple "first" errors exist in a custom map
the timer and enemies will now only activate once all of them have been patched
Default language files no longer appear in the Languages folder
they would've been overwritten anyway
Instead, the game now includes an example language file
Added new default custom maps:
gm_kleinex has been updated
removed gm_obby
added gm_meaty
an obstacle course against Meaty
added gm_robotics
an abandoned facility full of robots
added wg_gloom (by Yoovy)
a custom boss battle against 404
added wg_wintermanor (by PDA Expert)
enter the Headsman and Headswoman's winter mansion
Version 6.0 continues expanding the game's systems while heavily improving the Map Editor!
See you in our last ride: 7.0!














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