- New Feature: Vaulting and Climbing! - 3 August 2026
You can now vault over obstacles!Moving forward, new levels will be designed with vaulting in mind, allowing you to vault over certain obstacles, walls, and climb onto platforms.Not everything will be vaultable or climbable. It will be clear when these actions are available. This is intentional, as allowing players to reach every location would make it much harder for enemies to navigate and create balanced encounters.I also want the levels to feel more organic and dynamic, and I really don't want Patient 16 to be just another walking simulator. Giving players more freedom of movement opens up new possibilities for exploration, level design, and gameplay.Over time, I'll also add more vaulting and climbing animations to make these movements feel smoother and more varied.Improvements & FixesFixed an issue where the Big Guy would sometimes stop chasing the player.The Big Guy now reacts fas…
- Regular Update – Key binding, Visual Improvements & Fixes - 13 July 2026
Quality settings are now automatically detected and configured based on the player's hardware when starting a new game.Added keyboard movement key rebinding.Fixed a floor collision issue where physics objects were passing through certain surfaces.Improved lighting and exposure in several areas where scenes appeared too harsh.Improved the readability of puzzle symbols, making them easier to spot in darker areas, especially when they appear reversed on the floor.Fixed an issue where crouching while jumping could cause collision problems.
- New Sanity System! - 10 July 2026
Development UpdateI've continued working on new events for the full game, while also refining the overall atmosphere and developing a brand-new entity.I've also been working on a new Sanity System.The system works like this: the more players look at disturbing things throughout the environment such as blood, strange occurrences, and entities, the more their sanity deteriorates.As sanity drops, the screen begins to tear and become noisier. The player's heartbeat grows louder and faster, while unsettling audio distortions gradually creep in, making it harder to tell what's real.Players can manage their sanity by finding medication throughout the game, which helps reduce these effects.If time allows, I'd love to expand this system with even more mechanics before release. We'll see what I can add!Note: The effect shown in the GIFs is displayed at maximum intensity for demonstration purposes…
- Regular update - 7 July 2026
Patch NotesRunning on a controller is now toggled with a single press of the run button (no need to hold it).Letter pages now switch correctly when using a controller.Important items now return to their original position if they fall through the ground.Fixed an issue where some sequencers could trigger too early.Adjusted post-process settings so they now change dynamically based on the current level and zone.Improved the timing of voice acting throughout the game.Subtitles now appear at the correct timing during dialogue.
- French Subtitles Available! - 28 June 2026
French subtitles are now available for Plura Ingenia: Patient 16.We have also worked on improving text compatibility and clarity across several sections of the game.French voice acting will arrive later this year.Thank you for your patience and continued support!
- Major Content Update - 25 June 2026
A new update is now live with improvements, fixes, and new content.🐄 Easter EggA new cow-related easter egg has been added… please don’t flush them in the toilet.🧩 PuzzlesDoor puzzles have been redesigned for better localization support.Instead of finding words, you now solve puzzles using images that represent the items, making them language-independent.🚪 Interactions & EnvironmentToilets can now be opened and certain items can be flushed.Sinks can now be opened.Doors now lock at the appropriate moments.Light switches have been added in the house.🎨 Visual ImprovementsImproved wall texture tiling for more seamless surfaces.General material updates and refinements.Water shader has been updated.Fog effects have been added.Post-process settings adjusted in several levels.Light system rework for improved atmosphere.🔊 Audio & GameplayFootstep sounds added when walking on leaves.Improved…
- Exposure and lighting fix - 26 May 2026
Recent updates broke the lighting in some levels but is now fixed. After changing the lighting technology and removing Lumen, some levels became far too dark. This has now been reworked and should look much better.A setting was unintentionally overriding the exposure of the entire game. This issue has now been fixed.Overall lighting and visibility have been improved while keeping the atmosphere intact.
- Steam Update - Major Bug Fix & Optimization - 19 May 2026
Bug FixThe chances of the flashlight not spawning when starting a new game have been significantly reduced.OptimisationLumen technology has been disabled. It was too demanding for lower-end hardware and for streamers. FPS is now almost doubled in certain areas with very little visual drawback, though it did require reworking parts of the game's lighting.This tech will probably be added back as an option closer to release.More StuffThe update also adds around 2GB to the demo files as development on the main game continues, with more assets, characters, and props being progressively added.Things that will make you even more intrigued, scared, and excited once the full game releases. 🫣
- Demo Update: A Smoother Experience… and a New Face - 27 April 2026
The Experience, RefinedThis update focuses on making the demo smoother and more consistent from start to finish.Improved overall performance across multiple levelsReduced FPS drops in heavier areasGeneral optimization pass for a more stable experienceA New FaceThe game now presents itself differently.The main artwork has been updated to better reflect what Plura Ingenia: Patient 16 truly is, a psychological experience shaped by perception, identity… and youPatient 16 has no true face. It forms through you… and the choices you make.If you haven't yet, this combined with the new Steam page trailer, will hopefully make you want to try the demo.Hope you like it,ObliqueArtwork made by: Vinz el Tabanas
- I Showed My Capsule Art… The Reaction Surprised Me - 22 April 2026
Hey everyone,I’ve been doing some research recently on how the game is perceived, especially the capsule art I was using before and the results honestly surprised me.From my perspective, the image showed a character being transformed as a result of the experiments… something meant to reflect what the player goes through.But the reality was very different.A lot of people interpreted it as a survival zombie apocalypse game… sometimes even set underwater. 👇👇👇Clearly, that’s not what Plura Ingenia: Patient 16 is about.So I took that feedback seriously.I’ve started reworking the capsule art (Not Finalized), store description, Trailer and screenshots to better represent the actual experience:A psychological evaluationA system that reacts to how you think and behaveA game that changes depending on your personalityThe goal is simple: Make sure what you see on the page matches what you actual…
- Small Update – Clarity & Readability Improvements - 18 April 2026
This update focuses on improving clarity and overall readability based on player feedback.Changes:Updated interaction prompts for better clarity:“Bed” → Sleep“Chair” → SitImproved letter description outline for easier readingUpdated questionnaire screen:“Pause” → Leave (to avoid confusion)Throwing objects is now more fluidRefined Tall Man PathfindingMore improvements coming soon.
- Development Update – One Month After Demo Release - 17 April 2026
It’s been about a month since the demo for Plura Ingenia: Patient 16 went live, and I wanted to share a quick update on how things are progressing.Since launch, the demo has reached over 2,400 downloads, with more than 800 players experiencing it firsthand. What’s especially encouraging is the median playtime of around 35 minutes, which is a very strong indicator that players who try the game are staying engaged and pushing through the experience.Over the past few weeks, I’ve also been carefully watching player feedback, streams, and overall reception. One thing has become very clear:The core concept of the game isn’t coming across strongly enough at first glance.At its core, Plura Ingenia: Patient 16 is built around a system where your personality shapes the experience, influencing events, encounters, and what happens to you throughout the game. However, this isn’t always immediately o…
- Patch note - small update - 6 April 2026
Fixed a major FPS drop occurring in one of the larger areas (no spoilers)Added a mute button for the computer that now works as expectedPrevented an issue where players could get stuck in a certain level (no spoilers)Improved overall performance and optimizationAdded Personality Trait Degrees to better reflect how your answers shape your profile
- New Feature – Personality Trait Levels - 6 April 2026
Some players felt confused or surprised by the results they received.Personality isn’t black and white, traits exist on a spectrum. Some individuals are more extroverted, more open, or more reactive than others.To make this clearer, I’ve added Personality Trait Levels (Low / Medium / High / Extreme) to better reflect how your answers shape your profile.Understanding yourself is a core part of the experience, and this change should help make those results feel more accurate and meaningful. If you’ve already played the demo, it might be worth revisiting your answers… you may not get the same experience twice.And if you enjoy the experience, leaving a review really helps support the project.
- MAJOR DEMO UPDATE – You Weren’t Supposed to Understand It This Way… - 5 April 2026
It's been an incredible first 3 weeks since the demo launched. Thank you so much for Playing.Since launch… I’ve been watching.How you play. Where you get stuck. What you think the game wants from you.And some of you… were very, very wrong.So I changed things.The Experience Has EvolvedThis is a full gameplay clarity overhaul.Puzzles are now clearerThe game now guides you… without telling youIf you hesitate too long… it starts helping youPuzzle System ReworkedVisual feedback when you’re right (you’ll feel it)Clues now appear over time if you’re stuckAudio guidance that gets more intense the longer you struggleSubtle hints added across both puzzle pathsAnd yes… the puzzle does make sense nowThe Monsters are Changing TooOne of the chase is now more fair… and more stressfulIt will give you space… then come back for youOver. And over. Until you finish.I've added alternate routes for some peop…
- Some Subjects Failed The Puzzle… - 2 April 2026
Since the demo launch, I noticed something interesting…A lot of players were getting stuck on the puzzle. Some figured it out quickly, but others missed key clues or didn’t realize what to look for.Interesting tactics where used such as: Trying to put knifes in each cauldronsTrying to put every single items of the map, one by one, in the cauldronsTrying to put Post-it in the CauldronsDying purposely thinking they failed the puzzle or bugged the gameRunning around in circles Jumping in the cauldronsAsking what is a Famiky? while walking aroundFiguring out the puzzle but still being confuse somehowFiguring out the first step but not the second oneQuitting the game because ''Me not understand''When players enter the puzzle room, they are immediately faced with a strange setup: Several cauldrons… and tablets covered in symbols.At first glance, almost nothing is explained.Then while walking…
- Patch Notes – Latest Update - 1 April 2026
FixesFixed an issue where players could get stuck outside the MVR machine when carrying an objectFixed certain textures not loading properly during specific events (TBT)ImprovementsSmall asset optimizations for smoother performanceAudio & Visual EnhancementsEnhanced effects when the first hallucination beginsAdded voice elements during the computer eventImproved character audio feedback (crouching, jumping, etc.)Enhanced impact effects when getting hit by a creatureUIAdded a Main Menu Title
- Community Highlight Part 2 is Here! - 30 March 2026
Watching players experience Plura Ingenia: Patient 16 has been incredible… and honestly, a bit terrifying 😅From intense reactions to unexpected moments, this second Community Highlight showcases more of what players are going through inside the test.Some are figuring it out… Others are completely losing it.And I love every second of it.🎥 Watch Part 2 now and see how people react to the experience (Spoiler Alert):Stay Tuned for Part 3! If you’ve played the demo and liked it, please consider leaving a review it really helps push the game further!
- Patch note Demo V0.3 - 29 March 2026
Fixes & ImprovementsThis update improves progression, clarity, and fixes key issuesChangesAdded subtitles to puzzle clue letters for better clarityAdjusted early mission structure to prevent players from breaking progressionAdded a secondary path for players exploring the area where NUM NUM destroys the wallUpdated the door unlock sound to feel more distantFixesFixed players getting stuck on a black screen after respawning and triggering a sequencerFixed NUM NUM not despawning properly after a sequence
- Crash Fix – Launch with DirectX 11 (-dx11) - 28 March 2026
We are currently aware of a crash affecting some players when running the game with DirectX 12.Temporary Fix / Workaround:Open your Steam Library.Right-click the game and select Properties.Go to the General tab.At the bottom, locate the Launch Options box.Type -dx11 (or -d3d11) in the box.Close the properties window and launch the game.Alternative Methods:Create a Shortcut: Right-click the game in Steam, select Manage > Browse local files. Right-click the game’s .exe file, select Create shortcut. Right-click the new shortcut, select Properties, and add -dx11 to the end of the "Target" field.Remove Conflicting Options: Make sure to delete any existing commands, such as -dx12 or -vulkan, from the launch options box before adding -dx11.Thank you for your patience and support!