Phobia 0.9.0.4 Update
Full details about Phasmophobia patch 0.9.0.4 have been officially revealed. This particular update corresponds to the recently launched Ascension update, which has been available to players for a few days. Embedded in this update is a series of beneficial improvements and issue resolutions designed to enhance the overall player experience.
Once the update is successfully obtained and implemented, players will be welcomed by novel elements, notably including a specially integrated commemorative plaque located within the game lobby area. The plaque serves as a platform through which players can easily observe and interact with their legacy badges, showcasing their achievements and milestones in the game.
With that in mind, let’s now begin a detailed exploration of the comprehensive patch notes that are integral to the Phasmophobia 0.9.0.4 patch, which is intricately intertwined with the Ascension update.
Phobia 0.9.0.4 Patch Notes
new
- Commemorative plaques added to the lobby so you can see your legacy badge
- Added new sounds to house and campsite radios
Variety
- It’s now easier to get a 3-star photo than a 2-star photo
- Added range for 3-star ghost photos
- Fire 1 and 2 light sources are now brighter than the igniter
repair
- Move the guitar to the blue room in Tanglewood so that ghosts can take electromagnetic field photos when using it
- UV light tiers 1 and 3 will no longer roll forever when dropped
- You can now take fingerprint photos on Willow glass doors
- Photos of cursed items are now more reliable
- Cursed item noise will now appear on parabolic microphones
- You will no longer lose your items when you fall into the salt line
- CCTV monitors will no longer break when swapping between cameras on a Tier 1 tripod
- You can now take a photo of your fingerprint in the same location as the fingerprint you have taken before
- Taking photos of corpses should be easier now
- Reduced texture resolution for several textures to reduce RAM usage
- The camera can now be used in multiplayer games
trend
phobia
Phasmophobia is a supernatural horror game produced and published by British independent game studio Kinetic Games. The game is primarily inspired by the widespread fascination with ghost hunting, with its foundation rooted in this fun pastime. The game originally debuted as an Early Access game on Steam for Microsoft Windows, complete with virtual reality features, and was released in September 2020.
Over the next month, the game’s popularity surged thanks to the participation of many well-known Twitch streamers and YouTubers, especially around Halloween. Notably, on October 15 of the same year, the game ranked sixth among the most popular games on Twitch.
It marked a remarkable milestone by claiming the title of the world’s best-selling game on Steam for a few weeks between October and November 2020.
Phobia gameplay
In the realm of “Phasmophobia Gameplay,” the experience unfolds in the form of a horror investigation survival game that takes players into an immersive world from a first-person perspective. Whether venturing alone or working with a team of up to three companions, the goal is the same: successfully fulfill a contract that requires identifying a specific ghostly entity haunting a designated location.
Communication proves crucial in this endeavor, as players can interact via voice chat. This interaction can be formed both locally (including over short distances) and globally (through the use of walkie-talkies). One unique aspect of Phasmophobia is its integrated voice recognition technology. This innovative feature enables select devices and even the ghosts themselves to sense and understand words and keywords spoken by players.
The successful completion of various objectives and the accumulation of evidence yield tangible rewards in the form of expenditures. Working hard to complete multiple tasks not only increases your income, but also helps you level up, unlock different maps and difficulty levels, and build wealth.
As players gather in the virtual lobby, they begin the preparation phase for the upcoming contract. An element of personalization is introduced, allowing players to differentiate themselves from their peers by choosing from eight different paranormal investigators. The lobby environment serves as a decision-making venue where participants jointly decide on the location and difficulty level of the contract.
Crucially, all necessary equipment is procured via a computer interface in the hall, then carefully selected and loaded onto the van. The van then becomes the center of operations, from where the investigative team sets out to confront a mysterious and haunting location.
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