Tweaked walk animation for empty handed (I think anyways hahaa). Looks nice! Not much changed as far as I can see except for a slight head bobbing, but nice polish

We were planning on changing it for the axe and the candle, but we just didn't get the time. I'm glad you noticed.
- More painting variety! Always good to see

Speaking of paintings, I saw something that's been bugging me. This painting:
http://i.imgur.com/HMSPK0m.jpg I don't want to sound like a narcissistic but can I ask if this painting is based on my picture on here? hahaha. It's just that some of the things on it do kinda match (Like the expression on the face) it's probably just a coincidence and I'm probably coming off as arrogant when I ask but I was curious so
That is a good question, but that's actually another backer. He gave a picture with a tennis racket, and I thought it'd be cool to make a creepy painting out of it, so we replaced it with a hatchet. We didn't do a closer look because I liked the subtlety of a crazy axe man painting in the darkness.
- More ambient voices in the back, like a lady voice saying Thomas, creepy stuff...
Those were a replacement for the monster snorting and a few other random noises we have. I feel like this fits better with the theme, and everyone kept asking when that snorting monster would show up. haha
- Having to hit the boards at the end of the hallway 3 times instead of once, small change but I like it

A friend suggested it, and I ignored her because it was going to be a pain in the ass, but Thomas Grip suggested it and Joe really liked the idea, so I bit the bullet and implemented it, and I do agree it was an improvement. Why didn't I think of that? Probably because I'm too lazy. hahah
- New interactables! Looking under the dolls face sheets, those creepy faces man. Especially when they blink it's like "Ahhh D:". I especially didn't like the one in Final Descent where it's all destroyed and grinning in that one repeating room :<
Awesome! I'm glad to hear you liked them. I still think we could use MORE interactables, but we probably won't have time. Oh well. I think this is at least an improvement. There is a really subtle hard to find interaction at the end of Final Descent that we put in. I'm not sure how to make it less subtle but I guess it's a bit of a "Easter egg" or something interesting only a few people will find.
- Nice touch was the changing hanging picture after you grab milk, going from standing on a stool to hanging. Nice touch

Also there's a bug with the milk not lining up to the table (Image proof:
http://i.imgur.com/ohY394B.jpg)
Good catch. I noticed it as well and fixed it for the next build.
Well all in all even though this update is only minor additions, I think that it adds some lovely polish that'll really push the game forward. The extra push as it were haha

Look forward to seeing all the reviews and playthroughs that are sure to come though!

Me too. I'm a bit scared. What would you guess our metacritic to be? I suspect it'll be around 80% with pros: atmosphere and audio and cons: length and limited interactivity. Maybe we should start a pool.
Also I swear I saw a doll blink really early on, but I couldn't be sure because it didn't happen again, and then one definitely blinks in one of the closeups and I jumped. Great, subtle stuff. Speaking of which, the added ambient voices are really cool.
Yeah, a few of the regular dolls blink here and there. It's sometimes hard to notice, but I think that can be the best type of scare.
Also, in Destroyed Dreams, I had no idea you could get killed after you start the door open animation, or I'd forgotten it since I played the earlier build of that level. That was quite a surprise!
That's been in there. A lot of people really liked it because they feel opening the door should be save. The main reason I implemented it was actually so that the clone's animation wouldn't look dumb. If he's sprinting and you are walking through the door, what is he supposed to do? I did a few things where if you open the door and you are a certain distance away from him, he slows down, but it would have looked ridiculous to only do that, so then I added it so he can get you when the door opens, and that was an improvement. He was still slowing down too much, so I added something where you actually open the door faster if he's too close to you when you open the door. All in all, I'm really happy with how it turned out because it's not too hard, but it is definitely tense.
Thanks for playing the build guys!