update


FOUND — Update 0.4.72

(everything since 0.4.71)

This round is all about the story. The island finally has a beginning, a friendly (well, mostly friendly) wizard who sends you on errands, two more wizards out in the desert and the snow, and a red dwarf waiting on the mountain. The camp now talks to you over the radio, trusts you more or less depending on what you do, and the ship is now 90 days away.

The beginning

  • A new game opens with a short story intro: some scientists hired you as a field researcher for a lot of money, brought you to the island by ship, and you built the camp.
  • Then Rıza, the camp chief, talks to you: the supplies were forgotten, the radio doesn't work on this island, and the ship comes back in 90 days. Until then, you survive and research.
  • Dialogue now shows as film-style subtitles at the bottom of the screen.
  • A new Skip key (Enter by default, can be changed in Controls) skips the intro or a whole conversation. Nothing is lost: items and tasks from a skipped talk are still given.

The wizard

The wizard who chased you from the grave has more to say.

  • After you clear a village of zombies, a second glowing mushroom grows in the woods nearby. Eat it, faint, and wake up with the wizard floating next to you. This time he is calm.
  • You tell him who you are: a researcher, the island seems dangerous, no supplies, no radio. He offers a deal: he helps you, you run his errands.
  • He gives you a wooden whistle. Hold it and right-click to call him.
    • He never comes on his own. He only comes when you call.
    • He won't come if you are in danger (zombies close by, on fire, just got hurt, in water). You'll hear it: the whistle sounds shaky when it's not safe.
    • He stays near the spot where you called him and leaves a minute after talking.
    • The whistle can't be dropped or put in a chest, and you keep it when you die.
  • When he's friendly he has no spider legs any more. He just floats.

His errands

Each errand is one task in the list, in order:

  1. Cigarettes. Find the corner shop (bakkal) marked on your map. Nobody is inside, but a pack is waiting on the counter. He lights one and coughs up a cloud of colours.
  2. The camp radio. Take the dead radio from the crate next to Rıza. The wizard enchants it, and now you have a radio that works on the island.
  3. A missing crew member. Rıza calls: someone walked into the forest and never came back. The wizard gives you a guiding light. Follow it, find them and send them back to camp.
  4. The spy. One of the red dwarf's men is hiding in the village. Knock it down, carry it (G) to the wizard, and listen to what it says.
  5. His story. Call him again. He finally explains the skeleton in the grave, and why he chased you.

After that come the dwarf village and the dwarf king, as before.

More wizards and the red dwarf

  • After the dwarf king, the wizard sends you to his brother in the desert: a trader who sleeps all day. Visit him at night and bring him 3 cooked meat, because nothing is free in the desert.
  • He points you to the old wizard in the snow, who forgot what he wanted from you. Find the glowing ice crystal he left somewhere nearby and he'll remember.
  • Then the red dwarf's signs start: a tree bursts into flames from a clear sky, an animal drops dead, and your whistle plays by itself, backwards.
  • Climb to the summit and face the red dwarf. You won't be alone.
  • The ending screen now mentions how far you got with the wizards.

The camp

  • The radio: once it works, Rıza reports every night (how the camp feels), and every morning asks for one thing: wood, stones, cooked meat or fibre. It shows up as a task. Just bring the items inside the camp fence.
  • Camp trust: finishing tasks and radio requests raises it. A day where nothing gets done lowers it. If it gets too low, someone leaves the camp.
  • Wizard friendship: finishing his errands makes him like you more; leaving one open for days makes him impatient. A good friend sometimes gets a small present. A bad one gets scolded harder.
  • The day counter now shows "/ 90", and the day card says how many days until the ship.

Funny bits

  • Now and then (rarely) the wizard teleports in with his tiny house, scolds you and then gets on with the story. Sometimes the house lands in mid-air and he yells to be let down.
  • Call him three times in a few minutes and he shows up in his pyjamas.

Other changes

  • Tasks run strictly in order after the tutorial: no more two tasks at once (like the shop task appearing next to the "pee on a fire" one). The current task is always the one in the top-left box, with its arrow.
  • The starting camp is now always inside a wide forest: no snow or desert anywhere near.
  • The epilepsy warning only shows on the very first launch.
  • New item icons for the whistle and the cigarettes.

Known gaps

  • The wizards are not synced in co-op yet. Each player sees their own.
  • The red dwarf face-off is a scene, not a fight (yet).

Files

FOUND-linux-0.4.72.zip 122 MB
4 days ago
FOUND-windows-0.4.72.zip 126 MB
4 days ago

Get FOUND

Leave a comment

Log in with itch.io to leave a comment.