- Added a YouTube video tutorial for animation setup (animation spoofers no longer work and some users were confused on how to correctly set up animations).
- Added 4 additional languages for setup and instruction text files including; Spanish, French, Portuguese, and German.
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Some images were failing to load for some users. A separate folder is now included with all tool texture images as well as the Logo Intro GUI image alongside the resource files. Setup instructions have also been updated for clearer guidance.
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- Replaced the Indoor + Outdoor Rain Mp3 files to resolve upload issues experienced by some users.
- Updated the Read Me file to remove reliance on the outdated animation spoofer method and ensure improved setup compatibility.
Release Notes – v1.5
Category Key Changes World New interior rooms • Expanded outdoor zone Gameplay Smarter chase logic • Head‑tracking for stairwell NPC Added • Added Raindrops to users camera when outside Tools & Assets Added more tools in game • Added a designated .MP3 Game Sounds folder with resource files, since some sounds need to be owned to work• Improved Weapon‑system stability and respawn logic with weapons Setup Aid Now includes a YouTube tutorial setup video for animations, giving users an easy to follow visual walkthrough right from the Instructions - README file Performance Optimized animation handling for ai NPC
Chase & AI Behavior Updated
- Persistent pursuit until target is dead / safe / hiding
- T-Pose / Idle override issue fixed for NPC
- NPC now forces the direction of the player to face the Jumpscare animation
Major Game Fixes
Area Issue Resolution New Intro Gui Old intro would not efficiently preload assets Created a completely new intro GUI sequence + Loading Screen Objective UI Intro overlay conflicts Pop ups only queue when intro ends Crouch Crouch Animations would occasionally break for some users New debounce & state reset in crouchhandler script + New Animations setup tutorial included Asset Loading Some meshes / textures would not load quick enough Added a preloading script + new Intro Gui Youtube Video Demo Outdated Updated YouTube Video Demo to reflect new changes
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FIXES:
- Fixed rare bug where ProximityPrompts would not appear for players when approaching doors
- Resolved "Infinite yield" errors that were preventing doors from functioning correctly
- Corrected door movement animations - doors now properly open and close without deprecated collision system
- Fixed script errors related to incorrect object paths and references
IMPROVEMENTS:
- Implemented proper collision detection for realistic door behavior
- Enhanced visual feedback with transparent UI elements/Prompts
- Optimized door state management to prevent spam/glitches
Crouch System Fixes & Improvements
Issue
- When players crouched, the animation and movement speed worked correctly. However, in first-person mode, the camera position did not change, making it hard to visually recognize that the player was crouching.
Fixes & Enhancements
- Camera Adjustment: Added a vertical offset of -2.5 units to the first-person camera when crouching. This effectively lowers the player's viewpoint, improving immersion and feedback.
- Input Refinement: Restricted crouch functionality to only activate via the Left Control key. This prevents unintentional activation from mouse input or other keys.
- Visual Feedback: First-person players can now clearly see when they’re in crouch mode. Previously, some players couldn’t tell.
Q Key & Crouch Key Input Detection Update
Issue
- The Q key visual indicator wasn't highlighting when pressed.
- The crouch key indicator was inconsistently highlighting when being pressed, especially because of the fact multiple systems were reacting to this same input.
Fixes & Enhancements
- Accurate Key State Detection:
- Integrated UserInputService:IsKeyDown() to track the real-time state of keys.
- Supports keys with multiple name aliases or remapped bindings.
- Continuous Monitoring:
- Implemented using RunService.RenderStepped to ensure input states are monitored every frame for high responsiveness.
- Smarter Input Handling:
- Improved detection logic for Ctrl, Shift, and Q keys when used for crouching or other actions.
- Robust Debugging Support:
- Enhanced error handling to improve resilience across different control schemes and reduce false negatives.
- Result: Both Q and crouch indicators now respond accurately — even when inputs are shared across multiple gameplay systems.
GUI Disabling Script Fix
Issue
- The GUI disabling script caused issues in some environments:
- Use of an infinite loop created unnecessary performance overhead.
- Calling StarterGui:SetCore("TopbarEnabled", false) could error if CoreScripts was not yet registered.
- Used incorrect string values (e.g., "Chat") instead of proper enums (e.g., Enum.CoreGuiType.Chat).
Fixes & Enhancements
- Safe Execution:
- Wrapped all SetCore and GetCore calls inside pcall() to avoid crashes if CoreScripts aren't ready.
- Efficient Looping:
- Removed infinite loop in favor of a one-time function with optional timed re-checks.
- Enum Correctness:
- Replaced all hardcoded strings with correct Enum.CoreGuiType values for better reliability and compatibility.
- Error Handling:
- Improved logging and fallback behavior to prevent silent failures and aid future debugging.
- Result: GUI elements (like the chat and topbar) now disable consistently and safely without performance or stability issues.
- The ReadMe file has been updated to provide more detailed instructions for setting up animations. This update is designed to help beginners easily configure both Player and NPC animations, ensuring a smoother setup process.
