Recent Blog Posts




Recent Developer Updates




Recent Patch Notes


Nothing to see here... yet



Recent Lore News





July Progress Update

Posted by itssecho


Hello everyone and welcome back to another Blog Post! These last few months we've been working on adding some of the base gameplay elements into Stay Hidden and we've made some progress that we'd like to share with you, so let's talk about what we've been able to do so far!


Part Chests, Extractors and Collectors


First off, we've added Part Chests, Extractors and Collectors. For those of you that are not very familiar with Stay Hidden, to add progress to your objective as Prey, you need to extract a Serum using the Extractor, which first needs to be Repaired using 3 Gears found in Part Chests. Note that every Part Chest contains 2 Gears and that, after some time, a looted Part Chest will regenerate 2 more Gears. The Extracted Serum then has to be stored in a Collector to progress the Prey's Objective.One of the things that we noticed in the last Playtest, that was hosted on the Roblox version, was that extracting Serums was a bit too easy. The Prey could simply repair the Extractors and, while the Serum was being extracted, they could search through Junk Piles, get more Gears or even get chased, just to return later, grab the Serum and insert it into a Collector. We felt like the Prey were essentially getting progress towards their objective for free, and to fix this issue we've introduced a limit to how much an Extractor will progress on its own. Now, once an Extractor reaches 75% progress by any means, it requires the Prey to extract the remaining 25% themselves. We're looking forward to seeing how this limit will affect the overall flow of the gameplay once we manage to finish everything we need for a simple Playtest.


Health, Damage and Graves


We've also managed to add the Health and Damage Systems, as well as the Grave System, with some slight tweaks. Previously, the maximum amount of Health that a Prey could have was reduced every time they were sent to a Grave, applying a hard cap at 80 HP after the first Grave and at 60 HP after the second Grave. This also meant that Prey couldn't heal past 60/80 HP. Instead of limiting the maximum Health that a Prey can have, we've instead switched to a Life System. With this new Life System, a Prey now has 2 Lives and, every time they are sent to a Grave, a Life is removed. If a Prey is downed, but they do not have any Lives left, they will be instead be killed. By itself, this is not a change that will have any significant effect on the Gameplay, but rather it's a Quality of Life change. The Grave System also received a Quality of Life change — The Recovery Time from a Grave can no longer be accelerated. We believe that this change will help reduce the instances of Hunters attempting to camp a Grave, but more importantly, it will allow both sides to focus more on their Objectives.


Networking, Lobbies and Servers


The base Networking Structure required for the Core Gameplay has also been finished. We've opted to use Steam's Peer-to-Peer (P2P) Networking to bring several key benefits to Stay Hidden. Firstly, by enabling direct connections between players, Steam P2P significantly reduces latency, resulting in more responsive and fluid gameplay. This is especially crucial in those fast-paced moments where a split-second decision can make a significant difference. On top of that, Steam P2P eliminates the need for extensive server infrastructure, allowing us to keep low operational costs for Stay Hidden.


Playtest


With all these things added, we're excited to announce that we will be hosting a playtest for Stay Hidden in August or September, and we would love to have you join us! This is a fantastic opportunity for you to experience the new features and provide valuable feedback to help us refine the game. If you're interested in becoming a Playtester, click here to be redirected to the Application Form. We'll be selecting a limited number of participants, so make sure to sign up early. Selected players will receive a confirmation email with all the details.


With that, we've reached the end of this Blog Post.
We're excited to share even more with you as we get closer to the first Playtest, but until then, see you around!





Stay Hidden: Origins

Posted by itssecho


Hey everyone, welcome to yet another Blog Post! This time we have something special for you!Introducing Stay Hidden: Origins - our very own lore series. In this series we will be diving into some of the events that took place before the Hunters started pursuing their Prey.Our journey begins with Stay Hidden: The Cursed Crystal. This first part will explore the origins of the realm, revealing how it came into existence and the dark forces that shaped its destiny. You’ll also get to discover the untold stories of some of the characters, their struggles, and how they found themselves trapped in this never-ending experience.We plan for Stay Hidden: Origins to be a somewhat regular series, where each installment uncovers different facets of the game’s universe. Later down the line, you can expect detailed accounts of significant events, character developments, and the intricate lore that forms the backbone of Stay Hidden. We hope you will enjoy reading the story behind the game as much as we enjoyed writing it.Stay Hidden: The Cursed Crystal is coming out this Friday (May 31st), so prepare yourself because things are about to get cursed.



Date Published:


Tags:


game_logo

Date Published:


Tags:




Moving forward...

Posted by VeroxCode


Hey Everyone! Before we get into any details, we'd like to preface this by saying that Stay Hidden is not being discontinued.On April 16th we received a notification that the Roblox Moderation Team has removed one of our most important Game Assets — The Maps Folder. The reason we were given was that our Maps Folder contained Illegal and Regulated Activities, which is definitely not the case. The worst part is that this notification came with yet another warning on our Developer's Account. We realised that this could happen again, eventually leading to our Developer Account being Banned and we've decided to review the situation and address it. After assessing the situation, we came to the conclusion that Roblox is no longer a safe platform to host Stay Hidden on and that the engine itself is a huge limitation for what the game could truly be. With that in mind, we've made the decision to transition the development of Stay Hidden to Unity.


Why Unity?


Unity is an Engine that will allow us to create things that we wouldn't be able to do on the Roblox Engine and, the things that we were able to do on Roblox, we can do them better and faster on Unity. Another factor we considered is that we are a small team with limited funds that can be used for developing and hosting Stay Hidden. Unity can help us maintain low costs during development and after release so we can keep Stay Hidden running with little to no income generated. We truly believe that migrating to Unity is going to help us in the long run, regardless of the fact that the market for Asymmetrical Games is rather competitive.


What's gonna happen next?


We've already begun recreating some base parts of the game. Unfortunately, this will take a bit longer than we'd like it to, so until we have a build that is playable, we'll keep sharing sneak peeks, updates, and behind-the-scenes content to give you a glimpse of what's to come.


Is Stay Hidden going to remain Free-to-Play?


Yes! As of the last internal discussion, we are still looking to release Stay Hidden as a Free-to-Play Game and, for the time being, exclusively on Steam. Our costs would increase significantly if we were to release on Console, however if we manage to generate enough income along the way, we are definitely interested in a future release for Console.


What's gonna happen with the Roblox Build?


The current build along with a Map that was in the works will be released on April 26th at 6pm CET as a Public Playtest. The Game will stay open for as long as possible to gather Feedback which will be used to improve Stay Hidden on its way to Steam.


With that, we've reached the end of our Developer Blog!
We hope you'll stick with us along this new journey and we'll see you next time!





Welcome to Stay Hidden!

Posted by VeroxCode


Hello Everyone! Welcome to our First Developer Blog. In these Blogs we will share all information regarding Stay Hidden. This includes Updates, Patch Notes, Announcements and other Information.We started the Development of this Project back in April of 2023, shortly after we made a Discord Server and told our Friends about it to let them see what a cool game we wanted to make.With more and more people joining the Discord Server every day, we've received the same question: “What is Stay Hidden?”.So, how about we answer that question?


game_logo

Stay Hidden is a 3v1 Asymmetrical Multiplayer Game in which Players choose to join the Realm as either Hunter or Prey. The Objective is simple - As Prey, gather Serum from Extractors and place it into Collectors to activate the Escape Doors and, as The Hunter, find and Eliminate all Prey before they activate the Escape Doors.



If The Prey find themselves chased by The Hunter, they can find a nearby loop containing either a Gap that they can slide through, or a Door that can be closed, both of which increase the distance between The Prey and The Hunter.Various Mechanics can be tinkered with by both The Hunter and The Prey to encourage a more Dynamic and Chase-Oriented Gameplay throughout the whole match.



game_logo

At this time, Stay Hidden has 2 Hunters and 2 Prey Classes. Each Hunter has a Unique Ability - The Mountain Climber places Slowdown Traps on the ground and The Show Starter creates an Orb that Paralyzes the Prey.



Same thing goes for Prey Classes, there's The Healer (aka the altruistic teammate) and there's The Prolonger (aka the chaser).



game_logo

The Stay Hidden Maps feature a Randomization System that moves Tiles around every single Match. This way, we ensure that playing on the same Maps will not make the Game feel repetitive, but instead it will add to the Variety of each Match.


game_logo

game_logo

With that, we've reached the end of our first Developer Blog!
Thank you to everyone who continues to Support our Game every day, it really means a lot!
See you next time!



Coming Soon