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The Stone of Madness (Switch): all the updates (latest: Ver. 1.0.4)

On this page, you will find all there is to know about the various updates for The Stone of Madness on Nintendo Switch.

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The Stone of Madness – Ver. 1.0.4

  • Release date: September 18th 2025
  • Patch notes (highlights):
  • Addressed more than 200 issues.
  • Added controller remapping for both the Joy-Con and Pro controller.
  • Full text revision, with lots of typos and errors fixed across 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.
  • Full routes and guards revision across all campaigns.
  • Full AI balance review.
  • Patch notes:

Big Changes

Controller Remapping

We are happy to announce that remapping is now available for both the Nintendo Joy-Con and Pro controller!
To initiate controller remap(s), please press Minus (-) to access the tactical pause menu, press A to open the Options menu and select Controls; this is where the following buttons can be remapped:

Directional Buttons

  • Up – Select Previous Character
  • Down – Select Next Character
  • Left – Select Previous Skill
  • Right – Select Next Skill

Action Buttons

  • A – Interact
  • Y – Beckon Companions
  • B – Stealth / Cancel Interaction / Priest Suit Removal
  • X – Use Skill

Shoulder Buttons

  • L – Skill Selector
  • R – Camera Zoom Level

Trigger Buttons

  • ZL – Aim
  • ZR – Sprint

Stick Buttons

  • Left Stick – [Unbound]
  • Right Stick – Disable NPC Vision Cones

Unique Remaps for Joy-Con & Pro Controller on the Nintendo Switch

Given how controllers connect/disconnect on-the-fly for the Nintendo Switch, we’ve added new functionality that’s unique to this platform: control remap(s) persist with each set of hardware, the Joy-Con and Pro controller, respectively.

  • Remaps are retained and unique for each set of controllers, meaning that they do not carry over between the different hardware. This feature grants the player the freedom to customize controls as they see fit for each instance of a controller being connected or disconnected to their Nintendo Switch.

Buttons Unaffected by Remapping

To maintain player accessibility and universal consistency among other games in the Switch library, respectively, the following buttons will remain in their default position both in menus and during tactical gameplay.

  • Menu Navigation
    • Directional Buttons – Highlights various menu options
    • Left Stick – Scroll
    • A – Accept / Continue
    • B – Back / Exit
  • Minus (-) Button: Access the tactical pause menu
  • Plus (+) Button: Access the characters, objectives, monastery, inventory, revelations, & codex menus

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’.
  • 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 NPC
  • Highlight unoccupied hiding places when carrying a body

Polishing & Balancing

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

  • Added message to some doors that can only be opened through a switch or mechanism.
  • 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 incorrect behavior when aiming under a roof.
  • 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.

The Stone of Madness – Ver. 1.0.3

  • Release date: March 13th 2025
  • Patch notes:
  • Additional performance improvements

The Stone of Madness – Ver. 1.0.2 (QoL Update 1)

  • Release date: March 4th/5th 2025
  • Patch notes:
Summary
  • Addressed over 150 issues.
  • Improved Player and NPC navigation.
  • 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.
Nintendo Switch
  • Improved overall performance
  • Improved overall memory usage
  • Improved Campaigns scene visuals
  • Improved enemy detection cone visuals
  • Various audio tweaks and balancing
  • Various quality of life features have been added
  • Various tooltips have been updated
  • Various additional fixes have been added
  • Addressed issues where guards can become stuck and not chase a character
  • Addressed guard vision cone visual anomalies
  • Addressed an issue where vision cones would make red cushions appear black
  • Addressed an FX issue with a pyre in St. Jerome’s Wall
  • Addressed an issue where a readable item in the Abbot’s room in the Cloister had incorrect text
  • Addressed an issue where an incorrect image of Agnes during The Gate of Saint Jerome was being displayed
  • Addressed an issue where white chickens were not able to be placed in the player’s inventory or used in the environment
  • Addressed an issue where Evil Eye VFX would disappear when a character used a trap door or portal to travel
  • Addressed an issue where some mechanical gates had no SFX
  • Addressed an issue where players who completed the Prologue, quit the game, and re-loaded the game, would see ‘Start New Game’ instead of ‘Continue’
  • Addressed an issue where Eduardo’s health capacity would not automatically increase after unlocking “Resisting Adversity”
  • Fixed blurry frames when videos are played
  • Fixed player frames being out of position in the Prologue
  • Fixed background flickering when in the pause menu
  • Exit to title menu pop up no longer flickers when exiting to title menu.
  • Fixed frame drops from occurring in the following scenarios:
    • When switching between characters
    • When navigating between tabs in the tab menu
    • When reaching a new time quarter
  • Improved menu navigation
  • Overall character movement is now smoother
  • Characters will no longer become stuck between various objects during movement
  • In The Gate of Saint Jerome Campaign, a possible blocker when completing the objective Rest in Peace has been fixed
  • Decreased overall vibration intensity
  • Various skills have been re-balanced for better user engagement
  • VFX from soldier’s shooting at a character now show
  • The plants next to the “Old Abandoned Chapel” trapdoor can now be harvested
  • Leonora can no longer use her skills through fences
  • No more characters being in shadow when hiding behind furniture. Improved illumination.
  • Characters can no longer walk through doors that have been restricted
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.Other
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 prevented climbing down if the clicked location was on top of a crate.
    • 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 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.
    • 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.

How to download updates for The Stone of Madness for the Nintendo Switch?

To download the updates for The Stone of Madness, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.