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描述

Escaping such a well-guarded monastery is no easy task, but Agnes, Leonora, Eduardo, Amelia, and Alfredo are determined to see it through. Alternate control of all five characters and use their unique upgradable skills to cast spells, assassinate targets, distract enemies, stun evil spirits, explore hard-to-reach areas, and more.
Explore your surroundings and combine the characters’ abilities to find clues and tools scattered throughout the monastery. Be careful though, if you’re caught being somewhere you shouldn’t be, the guards will not be kind.
Each playable character possesses a fully realized set of traumas and phobias. To effectively navigate the monastery, you must be mindful of each character's mental health.
Triggering these traits depletes a character’s sanity, ultimately triggering a traumatic event with negative effects such as paranoia, dementia, or bouts of violence; fundamentally changing how the afflicted character is played.
Choose from two full-fledged campaigns to execute, each with its own stories, objectives, special characters, and other surprises.
Time is continuous in The Stone of Madness. Actions have consequences, and players must consider their time of day as they make decisions.
Sneaking, exploring, and gathering materials are all ideal tasks to complete during the day when security guards are easily distracted. But as morning gives way to evening, the paranormal inhabitants of the Monastery will start to reveal themselves; posing a threat to the characters’ sanity.
Nighttime is most wisely spent planning and managing the escape plan. Any player who explores the monastery after curfew will be met with an extra challenge. Security is tighter, and guards will not take kindly to any prisoners wandering about. But sometimes, the risk is worth the reward.
The visuals in The Stone of Madness have been lovingly hand-painted and animated frame by frame, drawing heavy inspiration from 18th-century artist Francisco De Goya.
The game's isometric perspective acts as the perfect showcase for the eye-catching visuals, allowing players to observe every minute detail and feel as if they’re adventuring through a Goya painting brought to life.
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視頻
新功能
- 版本: Windows
- 發佈日期:
- Patch 1.0.3 (24 April 2025)
Greetings, esteemed guests of this humble monastery.
Since the game came out, we have been following your feedback and comments, and identifying the points where we could improve our game. Patch 1.0.3 for The Stone of Madness includes a lot of those small changes, as well as updates to a few features added in our last patch, along with tons of fixes, polish,quality of life changes, and a full text review. We've also made some important changes to how the Sanity system works, as we felt difficulty was focused too much on the early stages of the campaign, and wanted to achieve a smoother balance during the whole playthrough.
Summary
Addressed more than 200 issues.
Added full Keybinding and Controller remapping
Full text revision, with lots of typos and errors fixed in all supported languages.
Sanity costs and loss per day has been revisited. Characters will now lose more Sanity as they progress through the campaign. Difficulty setting will affect this loss.
Agnes spell selector now features an extra slot. With 4 spells available, our favorite witch is able to spread mayhem in more creative ways.
Previously reserved keys that were not available for rebinding use are now free to use.
Full AI balance review.
Full routes and guards revision across all campaigns.
Menu navigation with mouse has been revisited and updated.
Big changes Keybinding and Control Remapping
We had to lock a few keyboard keys out of the input remapping options, in order to deploy the feature for patch 1.0.2. We are happy to announce the following keys are now available for remapping!
U - Character menu I - Inventory menu P - Codex menu K - Revelations menu J - Journal R - Skill Selector M - Monastery map Direction Arrows - Vision cone selection
New spell slot for Agnes
We realized Agnes was too limited in her usage of magic, especially when trying to cast interesting spell combinations while possessing a Gargoyle. In order to address this, we decided to increase her spell limit to 4. The new slot will start empty, and can be customized after unlocking a fourth skill in her Revelations menu.
Sanity and Madness
The Night Actions available during Night Phase allow our players to keep the group sane even after through the obstacles they face during the day. We realized that Sanity made things a bit difficult at the beginning, but was easily contained once the party was completed, and players got the hang of how Night Actions work. In order to improve the difficulty curve, we have tweaked the sanity cost per day and the way it changes during the campaigns. In this way, the cost will not be as important at the beginning, but will increase as players progress through the story. The text shown at the end of each day will change accordingly to reflect this!
We have also increased the cost when playing in the Despair Mode difficulty setting. This mode now requires an expert managing of the team resources to keep the group sane, and is perfect for those that completed the game already and want to tackle the Madness lurking in the monastery head on.
New stuff!
New tooltip added: 'How Agnes can defeat the Soldiers'.
We've added a new setting in the graphics options menu that allows player to cap their max FPS. The available options are: " None, 30, 60, 120, 144
Nine (9) new tracks for cutscenes introducing special characters and story moments in the game.
New VFX added for corpse disappearance effects.
New VFX added on top of the gargoyles when they are being sanctified by Alfredo.
New VFX added for the 'Deploy ropes' Skill.
Amelia now enters in the "Out of view" for chasing NPCs while she's using tunnels during a chase.
Active effects from Planning Actions are now reflected in the Monastery menu tab.
New VFX added to sleeping NPCs
Highlight unoccupied hiding places when carrying a body
Polishing & balance NPC and objects
NPC search max distance has been reduced. This makes it easier for the player to keep them away from a particular area.
All enemies now take two seconds to start chasing the player upon detection. This greatly improves the window of opportunity and the player's ability to improvise, and feels more consistent.
Guard detection time has been increased 0.2 seconds.
Anima sanity attack now does +5 damage to the sanity (for a total of 3).
Foot traps now take 10 days to regenerate (instead of 3).
Tweaked Guards/Soldiers attending 'Help' calls by friars and nun, so they behave more naturally.
Noise distraction duration has been increased.
Other
Wall reveal groups have been reviewed to avoid blind spots and uncomfortable visibility.
Object occlusion has been reviewed to improve mouse click interaction.
Picking up a dead/unconscious chicken now is an immediate action.
Character Skills' changes
Agnes' spell selector slots have been increased to 4 slots (from 3).
Agnes's "Sleep Spell" has been tweaked.
Added a new Agnes reading animation that she now uses when crouched (once she has her glasses!).
A yellow outline is displayed around the NPC or objects currently selected by an interaction, when several interactions are available.
Hidden characters now can change the selected skill while staying hidden.
Added a log message to show Knowledge used on unlocks after closing the Revelations tab.
Alfredo
Modified Alfredo's Headache animation. Alfredo no longer stops as he loses his sanity due to headaches.
"Sermon"
Duration of its effect has been slightly increased against all npcs.
Eduardo
"Throw Rubble"
Noise area adjusted.
Can now be used in the dark.
"Block Door"
NPCs remain trapped much longer.
Amelia
"Mouse Trap"
Stun and limping duration has been increased.
"Chocolate Trap"
Enemies spend more time drinking.
Added a bottle of "Sleeping Chocolate" to Amelia's initial inventory.
"Mockery"
Cooldown has been removed. This allows the player to perform multiple taunts at once and trigger multiple chases.
Range has been increased.
Walking and running speed has been slightly increased.
Stealth move speed has been significantly increased.
Agnes -"Evil Eye"
Stun duration has been increased to 100 seconds (+20 seconds).
"Light and Darkness"
Sanity cost now depends on the object she is targeting. Candles are way easier to light on/off than pyres.
"Possession"
Cooldown has been reduced, and is now 2 seconds shorter.
Agnes messages now show up on top of the possessed gargoyles when she can't execute some actions, instead of above her.
Skill unlock costs have been reviewed
Sleep people skill (Agnes) raises its unlocking cost to 500.
Night robbery skill (Amelia) raises its unlocking cost to 400.
Mischief skill (Amelia) lowers its unlocking cost to 450.
Holy Light skill (Alfredo) lowers its unlocking cost to 100.
Gunshot skill (Leonora) raises its unlocking cost to 650.
Planning skill (Alfredo) raises its unlocking cost to 550.
Pray for the Souls skill (Alfredo) lowers its unlocking cost to 450.
Items
Increased the stack size of some items. (white chickens, plants, rubble, moonshine barrels, cocoa).
Panecillo shop update
Cocoa price drops to 4.
Chocolate price drops to 8
Bandage raises its price to 10.
Parts raise its price to 10.
Lockpick raises its price to 18.
Ragged raises its price to 25.
Pistol raises its price to 35.
Crucifix raises its price to 25.
Dead man finger price drops to 20.
UI and dialog changes
Right click now acts as Back when navigating on menus.
Added message to some doors that can only be opened through a switch or mechanism.
Back UI Option improvement using middle click or left click outside of many menus: Inventories, management actions, tactic pause, rebinding menu and with the pop-ups.
The alert shown when a non-controlled character is close to an appearing Anima has been changed to improve noticeability. It now specifies that there are Animas close.
The Wishes available on dialogs with the Man in the Hat now show the sanity cost.
Special dialogs with the Inquisitor no longer cause automatic shock. Instead, they remove some - Sanity (shown beforehand) and grant better rewards to the player.
Several Icons have been added to dialog to showcase item costs.
All texts have been reviewed in all languages and updated where applicable
Adjusted Aunt of Nest active gossips during campaign objectives, so players can unlock secret paths that have been left behind.
General
Adjusted sanity drain and ability costs, including buffs and nerfs to characters, anima effects, and action costs.
Balanced gameplay elements, such as regeneration times for traps, crafting requirements, and guard search coverage.
Added new Anima appearances across various locations (dining hall, wine cellar, riverside, cloister). These new animas appear gradually as the campaigns progress.
Reviewed and fixed NPC routes and overrides to avoid overlaps, improve patrol logic, and enhance gameplay flow.
Improved stealth and interaction mechanics, visibility fixes, and updated vision blockers.
Reviewed scripting corner cases during key objectives (i.e., Grimoso's dialogue, secret door).
Polished late-game scenes, with refined balance, object placement, and challenge tuning for better pacing and strategy.
Cloister
Adjusted NPC routes to prevent overlaps, reduce complexity, and enhance visibility.
Updated guard placements and schedules to balance difficulty and clarity.
Improved environmental visibility through camera adjustments and level design tweaks.
Modified anima appearances to optimize pacing and difficulty across chapters.
Simplified NPC behaviors to streamline interactions and reduce unnecessary obstacles.
The difficulty of routes and enemies during the last objective of the campaign "Corrupt hand of the church".
2 yellow security guards have been removed.
A soldier has been added for security level 2.
Added a window in the Abbot's room.
The Cells
Fixed fear aura issue near the heater affecting Leonora due to an unintended vision blocker.
Reviewed and simplified guard and friar routes, reducing overlaps and improving patrol logic both day and night.
Added new Anima appearances, including near the central heater and in the pharmacy, throughout the campaign.
Corrected navigation issues, such as the Doctor's unreachable path during specific objectives.
Implemented route overrides during key objectives to reflect increased surveillance and context.
Improved visual coverage and occlusion with invisible walls, semi-transparent objects, and hidden doors to enhance stealth and mouse usability.
Enhanced visibility in specific areas like the giant painting corner and pianist room.
Added new hiding spots, such as latrines and barrels near central pathways.
Fixed object interactions, including mechanical doors and controller compatibility.
Placed new vision blockers and made several fences, sheets, and wooden blocks semi-transparent when the player passes behind them.
Some guards are replaced by soldiers over the course of the campaign.
Added a new level 2 security soldier on the outer south side.
Some of the doctor's routes have been updated to make them more usable for the player.
The difficulty of the first floor routes has been reduced. The soldier now sits down from time to time and there is a new piece of furniture blocking the view near the crawlable block.
Laundry
Adjusted guard and NPC routes to reduce overlaps, blind spots, and overall difficulty.
Improved visibility and cover, including semi-transparent elements and new hiding spots.
Optimized garden and nun building layouts, with revised paths and more natural behaviors.
Fixed spawn conditions and overrides to better align with specific objectives and game events. New specific routes have been introduced for special targets that occur in this scenario.
Added a new level 2 security soldier, who guards the garden gate and occasionally enters the garden.
Added new hiding places in the pillared hall and in the central courtyard.
A standard guard has been removed to lower the difficulty in the pillar room.
Gate of St. Jerome
Including a new anima and fixable interactive elements.
Resolved object interaction and layering issues, especially with the apple tree and related triggers.
Reviewed and fixed trigger-based interactions to ensure proper functionality across the scene.
Adjusting routes of specific guards and Mother Superior's to fit narrative and gameplay needs.
Added new routes during the special objectives that take place in this scenario.
Ensured guard presence and positioning, including replacing a level 2 guard with a soldier and preventing NPCs from leaving the scene.
Adjusted behaviors like friars consistently throwing water and deactivating specific NPCs when needed.
Added cover elements (e.g., barrels) to block unwanted sightlines during key moments.
Updated object interactions, such as disabling the tree hole searchable after a certain objective.
QA-tested puzzle flow to ensure stability during natural progression and saved game reloads.
Added two new animas, which appear as the campaign unfolds.
Added an extra hideout by the river.
Fixed a bug that prevented the burning apple tree from scaring Leonora.
Wine Cellar
One new anima in the morgue from the beginning.
Add an anima in a specific objective at the entrance where the friar is (when he leaves the scene).
The lab guard has been replaced by a soldier.
Added new hiding places and parapets to the lower part of the cellar.
The button on the wine cellar oven can only be used once, to prevent a character from getting stuck behind the fire.
Refectorium
Adjusted table props to prevent visual issues with the soup-serving friar.
Reviewed visibility through kitchen door slits, but no blockers were added due to lack of sightlines during testing.
Configured object occlusion groups for improved mouse interaction visibility.
Added new anima appearances.
Reduced difficulty of NPC routes, including Mother Superior, lavatorium, balcony guards, and the kitchen.
Updated kitchen and Doctor routes to improve pacing and player opportunities during key moments.
Adjusted NPC behaviors, such as the nun and friar leaving the scene during specific bells to accommodate gameplay changes.
Improved reveal group configuration, including new carpets and corrected groups for better object visibility.
Applied capsule highlighting to relevant interactive elements for clearer player feedback.
Added new guard behaviors to create better stealth windows for Amelia.
Revised the doctor's routes to make them more usable by the player.
Revised Mother Superior routes for less difficulty and more opportunities for the player.
Reduced difficulty of entering the interior of the building through the lavatorium.
Inquisitor's office
Implemented blockers for Jeremias corpse so PC are not able to wall and overlap the corpse asset
Inmate Courtyards
Relocated security yellow guards. They never leave the scene.
A security yellow guard has been eliminated.
A level 2 security soldier has been added to the west courtyard.
Vision blockers were added inside the nuns' building to reduce the difficulty.
Added an alternative way to enter the east courtyard during the objective "Rescue Alfredo".
Hall of Paintings
Fixed a shadow glitch close to the climbable wall.
Fixed a bug related to Eduardo's cell tutorial.
Library
Corrected the routes of the nuns, who were appearing one objective earlier in the scene than they should have.
Some hens stay on the stage after a certain objective, so that the player can complete an optional objective later in the campaign.
Revised security yellow guards routes to make them simpler and never leave the scene.
Added a new security yellow guard on the balcony.
Corrected several drawing errors in the room of the volume guarded by the soldier.
Added a new anima to the scenario.
Improved cover for all tables, making it easier to hide behind them.
Added new specific routes during the special objectives that take place in this scenario
Some high shelves and curtains become transparent when you walk behind them.
Bug Fixes Crashes & Freezes
Fixed a crash when returning to the main menu after completing the Gate of Saint Jerome campaign.
Fixed a bug that caused the game to freeze when rescuing Leonora in Refectorium.
Fixed a crash when exiting after navigating from the tab menu.
Fixed a crash when loading a save file and selecting a trapdoor in the management menu.
Fixed Windows 'Not Responding' error and misaligned assets after clicking during a loading screen.
Fixed an error that launched an exception when getting detected while carrying a body.
Gameplay Logic & Progression
Fixed the tooltip about the engravement hidden below the carpet appearing before it was interactable.
Fixed a bug that caused guards to revive if they were killed while waking up their colleagues.
Fixed friars always throwing water during certain objectives.
Fixed patrol paths so guards no longer leave scenes unintentionally.
Fixed animas respawning after completing objectives and returning to management phase.
Fixed NPCs not brought to Saint Dymphna's statue when in hiding during time progression.
Fixed PC not reacting as crouching when dragging corpses.
Fixed traps appearing under stairs or having wrong Z-index on slopes.
Fixed wrong skill costs and missing requirements in the skill tree menu.
Fixed passive abilities triggering in incorrect situations (e.g., Eduardo's Desperate Defense at 0 HP).
Fixed unintended behavior when using abilities like "Flies," "Desperate Defense," or "Steal Supplies" twice.
Fixed Grimoso ignoring collision during "Memories."
Fixed pursuit logic remaining active inappropriately (e.g., "Pursuit_Playback" not turning off).
Daily sanity loss evolution now properly updates per objective in both campaigns.
Fixed same sanity loss being applied after using "Light and Darkness" with Agnes.
Fixed Mother Superior not spawning in "Rest in Peace."
Fixed Doctor's routes and presence across objectives.
Fixed Agnes's cure disorder interfering with Alfredo's study.
Fixed guards and friars overlapping or freezing due to incorrect routing.
Fixed overlapping NPCs in Cloister during Corrupt Hand's final objective.
Fixed invisible NPCs being selectable during possession.
Fixed guards moonwalking or getting stuck when paths are blocked.
Fixed incorrect climbing and navigation logic with objects and levels.
Fixed apple tree blocking interactions with NPCs behind it.
Fixed chains and other items not properly moving to inventory.
Fixed player being expelled from tunnels during cutscenes.
Fixed trap behavior inconsistencies and misaligned detection.
Fixed chocolate not being detected by guards or triggering correct behavior.
Fixed interactable furniture and objects not behaving correctly.
Fixed an issue that could cause some in-game cutscenes to freeze characters.
Visual & Camera Issues
Fixed camera not centering on selected character during tactical pause.
Fixed clipping and visual artifacts in cutscenes and character selectors.
Fixed missing lighting/shadows in areas like The Cells 2F or Hall of Paintings.
Fixed improperly aligned NPCs like Amelia with tunnels, or guards in cutscenes.
Fixed VFX issues like floating skeleton remains, misplaced fire, or invisible gates after cutscenes.
Fixed spell VFX like "Evil Eye" or "Flies" persisting or behaving incorrectly.
Fixed sprites (chains, traps) remaining after day phase or wrongly changing state.
Fixed characters clipping stairs, floating, or walking incorrectly on various surfaces.
Fixed crates being climbed from too far or when not intended.
Fixed invisible walls, bad seams, and occlusion issues in places like Laundry and Wine Cellar.
Fixed monastery pieces, objects, or decorations being improperly cut or displayed.
Fixed missing borders or environmental collisions in specific locations.
Fixed objects that did not become invisible from lower floors or behind walls and could disturb mouse navigation.
UI & HUD
Fixed UI tunnel lines not displaying correctly in Cloister and Laundry.
Fixed UI showing duplicate or incorrect options.
Fixed counter staying on-screen during possession.
Fixed visual overlap issues like book blocking vision in Refectorium.
Fixed visibility triggers and highlight issues across scenes.
Fixed management menu inputs and escape behavior in skill trees.
Fixed Escape Plan checkbox not updating correctly.
Fixed colored circle indicators disappearing during cutscenes.
Controls & Input
Fixed inability to bind controls to the 4 back buttons on Steam Deck.
Fixed remap option not selectable when using left-click.
Fixed command showing as "Left Command" when binding to the Windows key.
Fixed controller-specific errors when launching the game via Steam.
Fixed keyboard prompts running off-screen in the skill UI.
Fixed incorrect behavior when aiming under a roof.
Fixed inability to change PCs during tactical pause using keyboard.
Fixed skill aiming staying active after resuming from pause.
Fixed skill selection resetting after a cutscene.
Fixed 'Cone Selection Mode' label remaining after canceling a cone with a controller.
Fixed an issue that made non-interactive items to seem interactive when clicked from a distance.
Sound & Feedback
Fixed NPCs not detecting sound or reacting to player actions.
Fixed Persecution music not ending correctly after certain triggers.
Fixed idle SFX playing for missing PCs during management.
Fixed sound effects triggering from wrong sources (e.g., missing PCs, windows).
Fixed unreachable sound-emitting windows.
Fixed bell continuing to move after shock events.
Fixed audio logic after interactions with stunned or waking NPCs.
Phew! That was quite a lot of madness to ford through, but we somehow managed! Some of our team members might or might not be wearing bread buns as hats after this many words, but we love them anyway. As always, we're immensely grateful for your constant support and your valuable feedback. Join the community on Discord if you want to reach us!
The Game Kitchen Development Team
Patch 1.0.2 (28 March 2025)
Greetings, esteemed guests of this humble monastery.
After many hours of silent toiling, the second patch for The Stone of Madness is finally here. This is a hefty update that not only addresses a large number of existing issues, but also adds whole new systems and features that, we think, greatly improve the experience. Some of these have been long requested by the community, and we are deeply grateful to your support on making this game better than ever was.
As before, here is the TL;DR; version of what you can expect on this patch:
Summary
Addressed more than 200 issues.
Added a new Rebinding menu for controller and keyboard.
Added a new mouse control option: Hold LMB to move your character towards the cursor location.
Your group can follow you through scene transitions and trapdoors.
New tutorials, UI elements, feedback effects, settings and animations.
Game difficulty has been reviewed across both campaigns, and the effect of Sanity has been rebalanced to create an interesting challenge during the whole duration.
And here is the extended cut:
New features
Keybinding and Control Remapping! It's important to state up front that the ability to re-map key binds has taken a good amount of time due to how deeply rooted the system is integrated in The Stone of Madness. As such, this update is to be considered our first pass of allowing players to rebind their key mappings. There will be certain keys that cannot be re-mapped at this time (see below), but we are looking at ways to allow these keys to be re-bindable in a future update.
As always, your feedback is greatly welcomed and encouraged, in particular on the subject of key mapping. We've created a thread where you can share your feedback, comments, and/or concerns regarding this subject. We'll be watching closely and will provide another update once we've sufficiently reviewed everyone's feedback and the options available to us to adjust.
Keys currently unavailable to be re-mapped: U - Character menu I - Inventory menu P - Codex menu. K - Revelations menu. J - Journal. R - Skill Selector. M - Monastery map. Direction Arrows - Vision cone selection.
Keybind Feedback Thread
Keybinding and Control Remapping Specifics!
Accessible via the Controls menu.
Offers controller and keyboard remapping options.
Official controller icon support for XBOX and PS5 controllers.
Change the inputs for most actions available during gameplay.
New Mouse control option!
Hold down Left Click to move the character around. Great to evade guards on a chase!
Crouch and Sprint as usual.
Tap Space to interact as you move.
Beckon action update!
Characters will now follow to different areas of the monastery if they are close enough to the transition point.
Characters will also follow you when moving between trap doors if they are in range.
New setting: Hide HUD Elements.
New tutorials: Several tutorials have been added to explain advanced features and interactions.
How to kill Soldiers.
Killing has Consequences.
Frai Pedro.
Aunt of the Nest.
Mother Superior.
Panecillo.
Tactical Pause.
Save System.
Hiding Unconscious NPCs.
How to Capture Chickens!
Creating Panic.
Balance changes
Gameplay Adjustments
Scroll descriptions have been updated.
Being sent to the cell no longer resets suspicion.
Guards, Soldiers, Mother Superior and Frai Pedro's vision cone distance has been reduced
Friars, nuns, soldiers, Mother Superior, and guards chasing speed have been slightly reduced.
NPCs now take slightly longer to enter chase mode after detecting the player. Detection distance when walking or sprinting really close to NPCs has been slightly reduced.
Frai Pedro detection speed has been slightly increased.
The difficulty for both encounters against Frai Pedro has been tweaked down.
Foot trap damage has been reduced.
Updated tutorial texts.
Character & Skills Balance
Alfredo’s Sermon cooldown has been reduced.
Alfredo’s "Pray for the Souls" action point cost has been reduced.
Leonora’s max suspicion level has been reduced.
Agnes’ "Sleep Spell" cost now requires 1 less chocolate bottle.
Apples are now an ingredient to some of Agnes recipes.
Amelia’s max sanity has been reduced.
Forging a letter now costs 1 action point.
Madness tiers no longer affect daily Sanity loss—it is always 15.
Economy & Items
Gate of St.Jerome starting money changed to 30
Gate of St.Jerome optional engravings now grant 100 Knowledge.
Aunt’s Nest eggs now grant more knowledge for both campaigns.
All corpses, Special NPCs and Enemies inventories have been reviewed and populated with additional items.
Love letters now take up 1x1 inventory space, and artwork has been updated.
World & Interaction
Added a glow VFX to some objective items.
All Gargoyle possession points of view have been reviewed.
All Fear Auras from Mirrors and Gargoyles have been adjusted.
Added text bubble feedback to some unreachable actions.
Added a Highlight to footprints on the ground.
Added VFXs to the Hide Body action.
Bug Fixing
Fixed an issue that could cause memory leaks when going into the Night Phase repeatedly.
Fixed an issue that could cause a soft lock after starting a new game after the Corrupt Hand campaign.
Fixed an issue that could crash the game when using Amelia’s tunnels in some cases.
Fixed an issue that could crash the game when using Alfredo’s “Planning” Night Action.
Fixed an issue that could crash the game when using Amelia’s “Having Fun” Night Action.
Fixed an issue that could block the player during “Take back my chickens” if a chicken isn't picked up.
Fixed a missing icon on certain instances of the New Shock popup.
Fixed an issue that caused shadow glitches on certain Radeon cards.
Fixed an issue that caused shadows flicker when revealing clues.
Fixed an issue that caused the game to become unresponsive after ALT+TAB usage.
Fixed UI errors after switching language to Portuguese .
Fixed an issue related to Agnes’ “Evil Eye” and “Goetia”’s targeting.
Fixed an issue that caused NPCs to freeze when switching characters in certain situations.
Fixed an issue that prevented NPCs from capturing you while climbing ropes in certain situations.
Fixed an issue that caused NPCs to get stuck exiting rooms or using ladders under curses.
Fixed a glitch that caused Friars to appear as soldiers for a few frames during the “Gate of St.Jerome” campaign.
Alfredo no longer removes his Priest disguise during cutscenes.
Alfredo can no longer talk to Inquisitor or Mother Superior while using the Priest disguise.
Fixed an issue that caused a teleport when clicking certain unreachable areas.
Fixed an issue that caused stamina loss when sprinting to an unreachable point.
Fixed an issue that caused stamina loss after switching characters mid-sprint.
Fixed an issue that caused an unintended character interaction with furniture via the mouse middle button.
Vision cones/targeting via Alt+Click no longer cancels progressive actions.
Fixed issues related to Targeting on NPCs that are interacting with furniture.
Fixed an issue that caused Characters to be sent to prison by Animas if their Punishment level was at max level.
Dead bodies can no longer be picked up through gates.
Fixed several issues that allowed reaching certain areas without solving the requisite puzzles.
Fixed several Fear VFX that remained active after a shock.
Fixed an issue that caused Rheumatism disability to not activate if sprinting via mouse or trapdoors.
Fixed several graphical glitches related to VFX on characters behind objects in specific situations.
Fixed a roof that blocked player vision at certain points in The Tower (Prologue).
Fixed issues with pushable blocks that caused them to remain climbable when blocked from above.
Fixed a glitch that caused a shadow to appear in Courtyard (Prologue).
Fixed several geometry issues in Laundry and Cloister.
Fixed an issue that caused overlapping elements to be shown in the wrong order incorrectly in certain layers.
Fixed a specific sorting issue in the Corrupt Hand campaign stairs.
Fixed a background piece visibility not working as intended in the Hall of Paintings.
Fixed several visual glitches in The Cells.
Fixed layouts and objects rendering incorrectly in wide resolutions.
Fixed a Fire VFX that was missing in some areas.
Fixed an issue that caused certain NPC animations (e.g. Agnes' Goetia, Flies spell) to not trigger.
Fixed several glitches when VFX were drawn behind objects (e.g. Gargoyle spell release).
Fixed several Z-Sorting issues.
Fixed some Light sources that were out of reach but interactable during Prologue.
Fixed UI notifications that spammed constantly when Agnes sanity is regenerated via her amulet.
Fixed some Tooltips that didn’t show up when intended.
Fixed an issue that caused some save data to not load correctly, leaving an objective as not completed.
Fixed a clue that remained active after intended.
Fixed an issue with Stealing Supplies SFX.
Fixed an issue with Panecillo’s shop sound feedback.
You are still here? I’m glad to see that long lists of bugs and features are not enough to put a dent on your sanity. As always, we couldn’t have made this without your feedback and support, so thank you very, very much. Join the community on Discord to keep yourself updated about what’s to come, and enjoy your stay. But remember to be back in your cell before curfew starts.
The Game Kitchen Development Team
Patch 1.0.1 (11 February 2025)
Greetings, esteemed guests of this humble monastery.
The first patch for The Stone of Madness has arrived! For reasons that are most surely clear to all our guests, we have deemed it worthy to be called The First Patch. We have read all comments out there and collated all the feedback that you so graciously provided. But still, this is merely the First Patch. As such, we have focused this update on addressing only the most urgent matters, and only those that could be adequately fixed in a timely fashion. This is the way we can ensure that everyone can properly drown in the madness that seeps within the old walls of our monastery… as it was ever intended.
This means that, as we covered in the last announcement, there are some features that you won’t find in this patch, such as a key binding menu. But don’t fret, as those will be added shortly in the next patch, once we properly test them and can think of a worthy name for said update.
With that said, here is the TL;DR; version of what you can expect on this patch:
Summary
Addressed over 150 issues.
Improved Player and NPC navigation.
Improved mouse controls.
Improved overall performance.
Improved menu navigation.
Added some feedback and quality of life features.
Balanced specific skills that were not fun to use.
Added new graphics, vfx and animation.
And here is the extended cut:
New Features
Added new animations for the main cast during the Night Phase character selection screen when a Planning type Night Action is active.
Added new animations for the main cast during the Night Phase management screen.
Added new sprites and animations for alarm bells and some specific doors.
Updated player portrait images.
Added new VFX for Set Trap skill.
Suitable hiding places are now highlighted when your character is being chased.
Suitable hiding spots for bodies are now highlighted when your character is carrying a dead or unconscious NPC.
Hiding spots now show an Icon indicating if a dead or unconscious NPC is located inside.
New visual effects were added to several level elements.
Added a new unread notification icon to several menus when new content becomes available.
Balance changes
Skills
"Blessing" is no longer a forbidden action.
"Gunshot" Skill range has been increased.
"Throw Rubble" Skill range has been increased. Distraction is more effective.
"Unchained!" Skill range has been increased. Stun duration has been increased.
"Block Door" Duration of locked doors have been increased.
"Set Trap" Trap setting range has been increased.
"Set Trap: Mousetrap" Duration of the skill effects have been increased.
"Set Trap: Chocolate" Duration of the skill effects have been increased.
"Mockery" Skill range has been increased.
"Evil Eye" Skill range has been increased. Stun duration has been increased.
"Possession" Skill sanity cost has been halved.
Items
"Knowledge Stones": Knowledge gain has been increased
Night actions
"Study" Knowledge gain from studying most items has been increased
Several night action costs have been tweaked to improve balance.
Disorders
Sanity damage caused by several Disorders has been lowered.
Alfredo's "Headaches" duration has been lowered. He's no longer affected by the monastery clock bell.
Eduardo's "Fear of the Dark" Time before triggering the sanity damage has been increased
Other
Tweaked enemy chasing speed and memory to improve chasing situations.
The duration of NPCs' distracted state after hearing noises has been increased. This includes the ones caused by skills such as Eduardo's "Throw Rubble", and Leonora's "Gunshot".
Improved the quality of items achieved after confessing to the Inquisitor during Campaign "The Corrupt Hand of the Church".
Panecillo's shop inventory now features "Apples" and "Scrolls",
The amount of "Dead Man's Finger" items available each day in Panecillo's shop has been increased to 2 (previously was 1).
Panecillo's shop prices have been adjusted
"Wood" now cost 3 coins (previously were (2 coins)
"Mousetraps" now cost 12 coins (previously were 14 coins)
Pianist NPC aura range has been decreased. Melody duration has been shortened.
Windows will take more time before they make noise.
Costs for haggling with the Man In The Hat have been tweaked.
Completing certain objectives will heal some of the group's sanity.
Fixes
General
Fixed an issue that caused hidden NPCs to not update after a day passed.
Fixed an issue that caused a crash if a body was hidden in a specific cabinet.
Fixed an issue that caused the resolution to be set to Low settings after booting the game for the first time.
Fixed an issue that caused the Inquisitor NPC to remain in the scene after a certain objective.
Fixed an issue that caused carried planks to disappear when a cutscene was triggered.
Fixed an issue that caused Alfredo's priest suit to disappear when a cutscene was triggered while wearing it.
Fixed an issue that prevented Eduardo from moving crates in certain situations.
Fixed an issue that caused NPCs to walk across chasms before a wooden plank bridge was set.
Fixed an issue that caused character sprites to remain in place while moving them.
Fixed an issue that caused NPCs to freeze in certain situations.
Fixed an issue that caused some objective fulfillment conditions to require all items in the same character.
Fixed an issue that sometimes caused guards to freeze after a character was caught on a ladder.
Fixed a few issues related to NPC's chasing state.
Fixed an issue that could crash the game after using Amelia's "Play" night action.
Fixed an issue that caused Soldiers to not raise the characters' Suspicion level.
Fixed an issue could cause NPCs' Vision Cone to not update after being affected by Alfredo's sermon in certain situations.
Fixed an issue that caused players to be stuck on the "Press any button" prompt when the internet connection was interrupted.
Fixed an issue that caused some characters to become unresponsive to the Beckon command on certain situations.
Improved character movement when moving close to a wall using controller, mouse or keyboard.
Fixed a few items that were out of the player's interaction range.
Input
Fixed an issue that caused characters to move to a point that differed from the clicked location.
Fixed an issue that caused Eduardo to fall into traps while clicking on them.
Fixed an issue that caused the Extinguish Candle action to appear before other actions when interacting with a candle using mouse click.
Fixed several items that didn't react to mouse interactions as expected.
Fixed an issue that made NPCs hard to click to activate their Vision Cone using mouse.
Fixed an issue that prevented climbing down if the clicked location was on top of a crate.
Fixed an issue that prevented interacting with Leonora to give her lockpicks during the prologue when using mouse controls.
Improved mouse detection on small items that were too hard to click.
Fixed an issue that could cause mouse navigation to teleport the character to unreachable positions in some cases.
Fixed an issue that caused unintended behavior when unreachable crates and ledges were clicked.
Skills
Fixed an issue that caused Mockery skill to increase Amelia's Punishment meter.
Fixed an issue that caused the wrong log to appear when using "Blessing" on an Anima.
Fixed an issue that enabled some switches to be activated twice with Leonora's "Gunshot"
Fixed an issue that caused Animas to be selected as valid targets by Agnes' "Goetia" skill
Graphics and VFX
Fixed an issue that caused certain skills' visual effects to remain in place after their effects ended.
Fixed several VFX sorting order issues.
Fixed some item materials that were not correctly updated after being highlighted.
Fixed a lootable crate sprite that was not showing its lid when closed.
Fixed an issue that caused NPC shadows to disappear during certain animations.
Campaigns
General
Fixed an issue that caused the spell "Flies" to not work on certain bodies.
Fixed some doors and gates that were not interactable from all sides.
Fixed some buttons that could be pressed from unintended locations.
Fixed some locks that could be picked by Leonora from invalid locations.
Fixed a Gargoyle that remained invisible during a certain objective.
Fixed several walls that allowed NPCs' Vision Cones to pass through them in certain situations.
Fixed some items that did not award the intended amount of Knowledge on interaction.
Fixed some Forbidden Areas across all campaigns.
Fixed some issues that caused certain items to not be interactable.
Fixed some issues that caused certain items visibility to not update as intended.
Campaign: Prologue
Fixed an issue that caused an invisible trapdoor to appear during the Prologue campaign.
Campaign: Corrupt Hand of the Church
Fixed an issue that caused the Inquisitor to turn invisible in certain situations during the "The Secret Meeting" objective.
Fixed some issues that prevented players from getting the Inquisitor Ring during the "The Antidote" objective.
Fixed an issue that could cause some breakable planks to reappear after they were broken during campaign "The Corrupt Hand"
Added new gargoyles in Laundry.
Moved the special item "Broken Doll" to Mother's Superior room. This item was referenced in a conversation but was not in the correct location.
Moved a certain lever in Laundry's garden section. Now it is located inside the abandoned tower.
Fixed an issue that allowed the Wine Cellar scenario to be accessible sooner than intended.
Fixed some NPCs' collisions.
Fixed Inquisitor's Ring inside an inaccessible chicken's inventory in The Corrupt Hand of the Church campaign.
Fixed barricade in Laundry scenario allowing players to pass through when clicking a door behind it with mouse controls.
Fixed soldier in Laundry's balcony during a specific objective which was referenced in a conversation but never activated.
Fixed an issue that caused a certain Saint George chest in Cloister to be empty.
Fixed a clue inside the Laundry building that was visible even if the building was invisible.
Fixed a guard in the Library complaining about a fence placed in the middle of his route.
Tweaked Inquisitor's office puzzle to make it clearer.
Fixed an issue that caused a certain special corpse to disappear when a guard detected it during the "The Last Sacrifice" objective.
Campaign Gate of St.Jerome
Fixed an issue that allowed hiding inside an unintended piece of furniture inside the pianist room.
Fixed an issue that caused a certain stained glass window to not show during a cutscene.
Fixed an issue that caused a certain NPC to remove Alfredo's priest costume on certain situations.
Fixed an issue that caused performance loss during "The Fire" objective.
Fixed an issue that caused Fray Pedro to become immune to knock outs if "Flies" and "Knock Out" were used in sequence during the "Screams and Shots!" objective.
Corrected position of light switch in pantry, so now Agnes can solve the puzzle to save Leonora in Refectorium.
Fixed clue leading to the pig inside the slaughterhouse.
Audio
SFX for player step sounds on different surfaces have been reviewed and updated.
Fixed an issue that could cause Bell Ring sounds to keep ringing in certain situations.
Fixed an issue that caused certain music themes to keep playing after entering the Curfew phase.
Fixed an issue that caused certain SFX to play after loading the game.
Added SFX to some object interactions that lacked one.
UI, Texts and Localization
Adjusted UI scaling to properly account for Windows DPI settings, preventing UI from appearing too small on high-resolution displays.
Fixed an issue that caused the time elapsed since last save to show incorrect values.
Corrected information shown during the "Get My Chickens!" objective.
Corrected information shown during the "The Mechanisms" objective.
Fixed a dialog option that didn't show up during the "The Harvest" objective.
Fixed several names that were not translated if Simplified Chinese was selected.
Fixed typos on tutorial tooltips.
Fixed a tooltip that was showing up before it was intended.
Tweaked certain objectives' texts to improve clarity.
Improved feedback when a character is unable to reach a clicked location.
Improved feedback when a dialog option is not available due to the lack of inventory space.
Updated video preview for some disorders, tutorials and skills.
Fixed some tutorials that were not showing up during the campaigns.
Fixed some tooltips that did not appear after possessing a Gargoyle using Agnes Possession skill when using a controller.
Fixed an issue that could cause some character dialogs to play on unintended situations.
Fixed an issue that caused some items' description to not display properly if some settings were selected.
Fixed a message during the campaign "Gate of St.Jerome" related to the Pianist.
Fixed an issue that caused the game screen to display artifacts at certain aspect ratios.
Fixed an issue that caused the "Take All" button to not work in certain situations.
Fixed an issue that caused some icons and UI elements to display in incorrect positions on certain resolution settings.
Fixed an issue that caused chapter number to not show on the Objective menu on certain language settings.
Fixed some items that were displaying the wrong description.
Fixed some texts that were not displaying correctly during the Night Phase.
Fixed an issue that caused a certain special corpse to not be marked with the intended UI marker.
Improved button feedback for mouse actions on different menus.
Fixed a few texts that did not show the correct font after selecting a different font setting.
Fixed several issues related to UI elements displacement after selecting certain settings.
Tweaked some texts across the three campaigns.
Fixed several generic localization issues.
Fixed an issue that caused an incorrect number of days to show up after curing a character disorder.
Updated tactical pause UI.
To those who made it this far down without despairing or unlocking a latent trauma: we salute you. And to all of you, we thank you for your patience and continuous support. It is only thanks to your feedback that so many issues could be fixed in such a short amount of time. Please be sure to join the community on Discord, and do leave us your comments about the game. Panecillo loves reading those.
We hope you continue your stay in this monastery. The beds are not the best, but they will grow on you. Maybe literally.
The Game Kitchen Development Team
價錢
- 今天: $29.99
- 最小值: $14.99
- 最大值: $29.99
追蹤票價
開發人員
- Tripwire Interactive
- 平台: Steam 遊戲 (17) GOG 遊戲 (8) Nintendo 遊戲 (3) PlayStation 遊戲 (19) Xbox 遊戲 (20)
- 清單: 1 + 1
- 點數: 1 + 345,932 ¡
- 排名: 0
- 評測: 0
- 折扣: 13
- 影片: 36
- RSS: 訂閱
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其他資訊
- 版本: Windows
- 類別 :
GOG 遊戲
›其他
- OS:
Windows
- 大小:
3 Gb
- 可用的功能:
Achievements
,Adventure
,Cloud saves
,Controller support
,Overlay
,Single-player
,Strategy
,Tactical
- 支援的語言 :
Deutsch
,English
,Português do Brasil
,español
,français
,中文
,日本語
,한국어
- GOG Store 評分:
4.0
(4) - 發佈日期:
- 發行日期:
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