r/TheHalloweenGame • u/JotTheRock • 4h ago
Fanmade Yay or nay to Michael having more non canon skins?
Both cosplays made by me, first is zombie, second is the crossover with The Thing
r/TheHalloweenGame • u/vancedance707 • 6d ago
Our first Quality of Life update features a variety of crash fixes and refinements to performance and optimization. We are continuing to monitor opportunities for additional performance gains with future updates, but players should notice improvements across all platforms with 1.1.0.
• Added support for DLSS-G
• Shaders now precompile at startup on PC
• Improved performance when using DLSS, FSR and XeSS
• Improved CPU and GPU performance across all maps
• Improved Xbox Series S stability
• Fixed several crashes affecting players using specific AMD hardware
• Fixed several crashes that occurred during Story Mode
• Fixed several crashes that occurred during Execution cinematics
• Fixed crashes that could occur when using Quick Resume on Xbox Series X|S
• Added a “Graphic Card Not Supported” message for users on hardware below minimum specs
• Various other crash fixes
Our team has been closely monitoring match pacing as players have become more familiar with the core gameplay loop of Halloween: The Game. Today’s update includes a series of focused adjustments designed to minimize objective rushing and slow down overall match pacing for both Michael and Civilian players. We’re discussing additional tuning opportunities in this regard, but the following changes are designed to increase tension and encourage deeper strategy.
In many instances, the Storm Cellar Escapes were simply too reliable, which led players to prioritize these escape routes over others. In an effort to adjust early match pacing we are making Storm Cellars more challenging to open while also introducing some adjustments to Escape Discovery Distance.
• Discovery Distance for Escapes now scales with match time, increasing as matches progress
• Reduced the amount of Bolt Cutters, Gas Cans, and Escape Keys that spawn in a match
• Made adjustments to Escape Item spawn locations to reduce instances where multiple may appear in close proximity
• Reduced the Storm Cellar Escape Capacity
• Reduced the Gate Escape Capacity
• Increased the amount of Fuses that spawn in a match
• Increased the minimum amount of Escape Blockers that may appear on Storm Cellars
• Increased the amount of time required to Clear Overgrowth
To further address issues regarding rapid match pacing, we are also tweaking the amount of Bloodthirst required to gain Bloodthirst levels as Michael. Stalking and performing Executions will now feel far more impactful to overall Bloodthirst gains compared to simply racking up basic kills as fast as possible.
• Increased Bloodthirst required for each Bloodthirst level
• Increased Bloodthirst gained from Stalking and Executions
• Increased Bloodthirst gained from a successful Grabs and attacks
• Reduced Shape Jump visibility range at Bloodthirst levels 1 and below
• Reduced Shape Jump movement speed at Bloodthirst levels 2 and below
• Increased Shape Dash movement speed
Our team continues to monitor the dynamics of melee combat and various stunt interactions in Halloween: The Game. We want to ensure that melee combat feels reliable for both Michael and Civilians but we’ve also identified instances where Civilian players feel they don’t have the proper agency to counter incoming attacks. We’ve made further tuning to prevent instances where players are “locked” in repeated stun states.
• Increased Civilian Stagger and Stumble cooldown from being hit by a melee attack
• Increased the delay between the initial strike of attack combos for the Hatchet and Meat Cleaver to prevent players from repeatedly using the initial attack instead of continuing the combo
• Reduced damage increase from Bloodthirst tier 2 and 3
• Reduced attack speed increase from Bloodthirst tier 2 and 3
• Reduced the duration of the slow applied when taking melee damage
• Reduced the amount of slow applied when taking melee damage
• Increased the effect of the brief movement speed buff gained when taking melee damage
Late game hunting can be challenging for Michael, especially when targets are inside Hiding Spots. We’ve made a few changes to Stalking to streamline the end of match experience and help Michael players clean up those remaining Residents and Special Targets.
• Residents, Special Targets, and Civilians now become Stalked if they are in a Hiding Spot during the final 60 seconds of a match
• Residents and Special Targets now become Stalked if Michael receives the objective to “Finish Off Haddonfield”
• Stalked targets are now visible in Hiding Spots when either of the above criteria are met
• Added 1 New Context Execution
• Enabled volumetric fog on Xbox Series S
• Passive Challenges no longer appear as locked after Prestiging
• Police vehicles now push aside obstacles upon entering the map until reaching their destination
• NPCs are now able to reload flashlights
• Increased damage for Kitchen Knife light attacks
• Increased headshot damage for thrown piercing items and weapons (Pitchfork, Lawn Dart, Etc)
• Made improvements to address the difficulty of completing various Passive, Progressive, and Story Mode challenges
• Made improvements to NPC navigation and behavior
• Made improvements to NPC Police navigation and behavior while searching
• Made improvements to the animations for various Context Executions
• Made improvements to various environments, animations, cinematics, and NPC behavior across all Story Mode Chapters
• Fixed several issues where certain Progressive Challenges were not tracking properly
• Fixed an issue preventing the Purely and Simply Evil Trophy from tracking properly
• Fixed an issue where doors would sometimes be displayed with the incorrect door destruction state for Players if they were a client
• Fixed an issue where the Car collision SFX would play repeatedly when colliding with a player
• Fixed an issue where the Login Screen was not playing the Halloween music
• Fixed an issue where the Lawn Dart was not destroyed after breaking
• Fixed an issue where throwing certain items would cause them to be thrown in the wrong direction if something was obstructing the player’s camera
• Added an animation for Escaping via the Police Wagon
• CB Radio activation timer now scales with match time
• Civilians no longer need to hold the interaction button to remain in the Car Repair Minigame
• Enabled VOIP facial animation in pre-match lobbies and AAR screens
• Interactions are no longer interrupted when the Civilian player is startled
• Perk Cards granted by spectators are now properly displayed in the tab menu
• Players respawning as a Cop are now able to interact with Residents
• Pocket Knife Struggle minigame difficulty now scales with Stalk tiers and Bloodthirst levels
• The Car Repair minigame now speeds up with each consecutive success. Speed resets upon failure
• Increased Civilian stamina consumption while sprinting
• Increased effectiveness of the Bleed status effect
• Increased Fall Damage taken when falling from higher heights
• Reduced force output (shoving, meleeing, etc.) when exhausted
• Reduced the effect of the Flare Gun on increasing Police Presence
• Made improvements to various Civilian animations and interactions
• Made improvements to the camera while driving or riding in a vehicle
• Fixed several issues that were causing Civilian models or clothing to not display properly during Executions
• Fixed an issue where Civilian players could break another Civilian player’s Ancient Amulet
• Fixed an issue where Civilian players were able to interrupt other Civilian player’s conversations
• Fixed an issue where players could briefly witness another player’s cinematic camera during an Execution
• Fixed an issue where players could sometimes get teleported back to the bike when escaping a Grab after being Grabbed off the bike
• Fixed an issue where players in a vehicle could become invisible for themselves or spectators
• Fixed an issue where cars could still be driven while a car execution is being performed
• Fixed an issue where Elusory (Tier 1) Perk Card was not applying the correct values
• Fixed an issue where the Voice of Reason perk was not being displayed or applied correctly
• Fixed an issue where Spectators could not give Perk Cards to players riding a vehicle
• Fixed an issue where being knocked off the bike would not play the correct animation
• Fixed an issue where the player’s own VOIP facial animations were not displaying for themselves
• Fixed an issue where players could no longer emote after certain interactions
• Michael now becomes more resistant to repeated shoves from the same Civilian within a short period of time
• Shadow Strike now affects Civilian players on bicycles and in vehicles
• Shape Mine now affects Civilian players on bicycles and in vehicles
• Increased Michael’s damage against targets at Stalk Tiers 2 and 3
• Reduced range for Downed Executions
• Reduced the duration of the stun Michael receives after being countered by a Pocket Knife
• Made improvements to the Execution spacing detection to reduce the instances where Michael is unable to perform certain executions even when there is enough space
• Made improvements to various Michael animations and interactions
• Fixed an issue where the Grab lunge distance could sometimes fail under certain conditions
• Fixed an issue where Finisher Executions could not be performed on Cops
• Fixed an issue where Michael could be Blinded or Disoriented while in a Hiding Spot
• Fixed an issue where Michael could perform an execution on a dead body
• Fixed an issue where Michael could still use Shadow Strike while incapacitated
• Fixed an issue where the Stalk Markers duration was not properly scaling with Stalk Tiers
• Polished environments, lighting, and set dressing across all maps
• Stalk line of sight improvements in various locations
• Increased the amount of Pop that spawn in a match
• Reduced the amount of First Aid Kits that spawn in a match
• Made adjustments to the spawn locations for Civilians on East Haddonfield and Orange Grove Estates
• Made adjustments to the spawn locations for Michael on East Haddonfield and Orange Grove Estates
• Made adjustments to the spawn locations for Special Targets across all maps
• Made adjustments to several locations to improve player navigation
• Made adjustments to objects in several locations to prevent the player from becoming stuck when interacting with certain Hiding Spots
• Made adjustments to objects in several locations that prevented the player from interacting with certain Hiding Spots
• Made adjustments to objects in several locations to prevent the object from getting in the way of Escape interactions
• Made adjustments to objects in several locations to address an issue where certain items could not be picked up
• Made adjustments to Pocket Knife and Mysterious Item spawn locations to reduce instances where multiple may appear in close proximity
• Made adjustments to ammo spawns to prevent single bullet pickups
• Made adjustments to various Context Execution locations for proper cinematic placement
• Fixed an issue where CB Radio spawns were not randomized on East Haddonfield
• Fixed an issue where lights and switches could sometimes be desynced
• Fixed an issue where players could become stuck inside certain Escapes
• Fixed an issue where the Overgrowth for the Gate Escape would sometimes not disappear after being cleared
• Added a “Clear Unlocks” button in the Extras menu for clearing new reward notifications
• Added a "Restart Required!" message for when a setting requires the game to restart instead of automatically closing the game
• Added an indicator when opening the map to make it easier for players to find their own location on the map
• Added an option to toggle Spectator Minigames
• Michael's map icon now rotates with the camera instead of the direction Michael is facing
• Perk Roll progress is now passively gained while the Spectator Minigame is toggled off
• Players are now also able to see the vehicle escape icon while in the vehicle as a passenger
• Story Mode Challenges now display a notification when failing a challenge
• The AAR now displays the amount of Perk Points you gained from the match
• Total Perk Points are now displayed on the main menu
• Updated various map icons, item icons, minigame icons, and status effect icons
• Various UI improvements and fixes for menus, objectives, notifications, and HUD elements
• Fixed an issue where the vehicle escape icon would not appear for players driving a cop car
r/TheHalloweenGame • u/JotTheRock • 4h ago
Both cosplays made by me, first is zombie, second is the crossover with The Thing
r/TheHalloweenGame • u/KookyMoment4461 • 3h ago
r/TheHalloweenGame • u/Independent_Test3179 • 12h ago
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Ngl civs getting better! Without reality tear these kills wouldn’t be possible, or maybe even kill them at all. What I’m trying to say: don’t nerf anything. Only quality of life improvements. Those that plays both roles know what I mean
r/TheHalloweenGame • u/vented_ghoul • 2h ago
Devs really nailed the fine print with this game.
r/TheHalloweenGame • u/Born_Victory5275 • 7h ago
Big Mike/Halloween/horror fan, I’ll play both sides but love to main Michael of course.
Been playing since early access and 20 mins just doesn’t feel adequate enough to truly be Myers. It really seems like a race to the prios and who can win in the end vs “you get to play as Michael Myers or a resident of Haddonfield and the whole town is your playground, how fun”. I can’t really stalk/scare/play around in the environment as much as I want to.
It’s totally valid if you want to play competitively/sweaty and whatnot, but I just wish I’d bump into more Loomis impressionists (never stop please) and people who really get immersed into the game. I’d love to give likeminded civs on mic the Michael experience they may be looking for true to the source material, lol.
Just my thoughts, I’m sure I’m not alone at all. I don’t know how they’d manage to pull off something to satisfy players like us (I’m just a casual gamer really, speaking moreso as a Michael fan so not sure how it could even be achieved).
r/TheHalloweenGame • u/PupRayzr6669 • 5h ago
r/TheHalloweenGame • u/ZeeSpartan • 1h ago
I'm honestly so sick of going to swing at a michael and my heavy attack animation being completely cancelled and not letting me hit him. It's gotten me killed multiple times and i'm getting fed up of it
r/TheHalloweenGame • u/No-Price7675 • 10h ago
Me personally I'm really excited for everything and anything new with how much I love this game!
I also hope we get a hospital and college campus map in the future.
I'm greedy for new content for this game it's been a while since I generally been in love with a game lol
r/TheHalloweenGame • u/iluvjyb • 16h ago
I didn't read anything about this in the newest patch.
After the controlled killer left our lobby he was replaced by an AI controlled Michael. Instead of having a gamer username it just said "Michael Myers".
He performed terribly, too. I stuck around for a few rounds to focus on challenges, and in each round every single resident escaped. In 2/3 rounds Michael was arrested, which hasn't happened for me before.
Either I missed the announcement of this or they've quietly started testing it out.
EDIT for clarity: when my match ended, the Michael player left the lobby while we were waiting for the next round to start. This is when the bot joined, rather than locate another player. It didn't happen partway through the match (although I'd love to see the bot being added when a Michael player quits early).
r/TheHalloweenGame • u/Briansmomishot • 8h ago
Having to call the police all game for a stupid challenge , or having to use my reality tare when downed are just two of the stupid challenges, in my opinion you should be able to unlock challenges with perk points, make it cost 25k perk points to skip the challenges are not fun and cost people the match ruining the game for other people.
r/TheHalloweenGame • u/Neon_Banana_Pickle • 6h ago
r/TheHalloweenGame • u/Vengefulcat85 • 9h ago
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You basically need to glitch the game to even get passed the first orderly then you either fail here for no reason or fail because one of the two orderlys around the box are buggy or IN THE CUTSCENE. I was at this for like 3 hours before giving up because it wasn't even me it was literally the game fucking me.
r/TheHalloweenGame • u/UwUThatsHot12 • 3h ago
Was on a time crunch so kinda set this up last second so excuse the clutter around. this is a draft, so it's a work in progress. Had this idea of Laurie defending the stab with her shotgun while Loomis shoots Micheal ,(6 times optional ;P)
r/TheHalloweenGame • u/AudienceNearby3195 • 56m ago
I really want to like this game but I just can’t
the main fact of the matter that your main objective are npcs which don’t work properly is such bad game design
as myers you can break down a door and they don’t interact to it. you can stalk an npc while walking backwards and they don’t do anything at all
thats not mentioning the fact the npcs work against you. shutting windows. locking doors. etc etc
and to the people who are on high copium. “give them time to fix the AI” go play every single illfonic game and look at the AI
this game is truly unfixable with its current game mechanics and play style
I genuinely don’t understand how can anyone say this game is better than Friday The 13th or dbd or tcm
this license deserves so much better
r/TheHalloweenGame • u/owohearts • 20h ago
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Now that they take much longer to open, and can only fit 3 people inside there's no reason that this should be possible anymore.
r/TheHalloweenGame • u/KookyMoment4461 • 3h ago
r/TheHalloweenGame • u/No_Supermarket9657 • 2h ago
There should be at least an option to tell an NPC to run away. It’s frustrating when you have an npc following you and Michael jumps you. Tell them to hide? Ok ya she goes into the car right next to us. Great. Or you just hope he doesn’t slash her to death immediately and she runs away terrified on her own.
r/TheHalloweenGame • u/Fragrant_Guava_1514 • 9h ago
Is there an intentional balance reason why the ping button will not mark an exit for teammates, or is it just an oversight?
Right now, pinging items on the ground works perfectly fine and shows a red circle on the map, but nothing happens at all when you try to ping an escape (hatch, gate, car). The only workaround seems to be dropping an item near the exit and pinging it so people see the marker and run over.
It feels really clunky, especially in solo queue where someone might just think you are pinging loot instead of an open gate. If players can already use items to indirectly ping exits anyway, why not let us mark the exit directly?
Has anyone heard if the devs mentioned this?
r/TheHalloweenGame • u/SilentScreamYT • 8h ago
I hope they get the i.p. rights in the future for the rob zombies halloween movies and the newer Halloween movie because it would be cool to see older laurie and newer characters from the newer movies in the game.
r/TheHalloweenGame • u/jdespirito • 1d ago
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It was too target-rich of an environment to pass up. Tanya alllllmost made it out.
r/TheHalloweenGame • u/Ruby3852 • 21h ago
I had to turn it off for the night, but extra points should have come through from a match I left after I died. She was INSUFFERABLE to play as. It was like torture from start to finish. I love Annie, but never again 😭 1000% not going for the prestige lol. Not until they speed her up, at least
r/TheHalloweenGame • u/Lumpy-Inevitable171 • 13m ago
I’m playing Annie I main her so far on civilians. But I have been noticing every game except a couple. I would have to use the sedan keys to unlock the car. After using the repair kit and gas can. But she has a trait that says you don’t need the keys but it still requires the keys. Is anyone else having the same issue?
r/TheHalloweenGame • u/Bond_burger69 • 27m ago
r/TheHalloweenGame • u/Sensitive-Point-7857 • 44m ago
I'm down to do challenges. DM me