FAQ

Last updated: May 18, 2024

Who made this game?

It was created by Moonless Formless, a solo developer based in Seattle.

The game is published by Perp Games, based in London.

Where can I get support for a bug or problem?

See the Support Page.

How do I get the physical version?

The publisher is only printing a PS5 physical version. The PS5 physical version is shipping now, and includes a physical bestiary booklet:

The North American market for physical games is in quite difficult shape right now - the publisher is still investigating whether a ESRB NA edition can be made. But the region free EU version is shipping now and you can import it:

- amazon.co.uk
- game.co.uk
- play-asia.com
- perpgames.com
- simplygames.com

What languages are supported?

The game’s audio is in English.

Text and subtitles can be switched any time between English (US), English (UK), French, German, Spanish and Japanese.

Will you support other languages?

The game script is quite large for an indie title(>60k words), which has made translating the game difficult(and expensive). If the game sells well enough, I would love to expand the number of supported languages.

Where can I get hints or game help?

Join the discord: https://discord.gg/hVhhQU8YM9

There is also an official hints page with all answers hidden behind spoiler markers.

How can I get a key for review, streaming or videos?

The publisher and I get dozens of these requests a day, including many fraudulent ones(i.e. pretending to be a particular YouTuber) so please understand that most key requests cannot be accommodated. Send your request to press@witheringrooms.com from an email address associated with your outlet/channel. Please don’t DM on Discord - you will just be directed to this FAQ.

How long is it?

Based on data collected during Early Access, if you play on Standard difficulty, most playthroughs last from 15-35 hours for New Game depending on what bosses give you trouble and how thorough you are with optional content (of which there is a lot). Achieving the final ending in New Game + and beyond varies widely – from 40 to 100+ hours.

If you play on Narrative difficulty, intended for those who mostly just want to experience the story, it can be much shorter.

What are the console version features/requirements?

PlayStation 5
- 4k60fps (using dynamic resolution scaling when necessary to maintain 60fps)
- Full set of trophies
- DualSense HD vibration, with controller color reflecting status effects
- Space needed for game + save file: 6gb

Xbox Series X
- 4k60fps (using dynamic resolution scaling when necessary to maintain 60fps)
- Full set of achievements
- Space needed for game + save file: 6gb

Xbox Series S
- 1440p60fps (using dynamic resolution scaling when necessary to maintain 60fps)
- Full set of achievements
- Space needed for game + save file: 6gb

Why isn’t the game on PS4 or Switch?

As a new solo developer starting out in the middle of the current generation, I wasn’t able to get my hands on devkits for these platforms. If the game does well, I’d love to work with the platform holders to rectify that and support them. There is no technical barrier as the minimum spec on PC is quite low, and the game works great on the Steam Deck which has a similar resolution to the Switch. At this time there are no explicit plans to support these platforms.

Will the soundtrack be released?

The soundtrack is out now:
Bandcamp
Steam

How much of a "roguelike" is this game?

It definitely falls firmly in the "roguelite" end of the roguelike spectrum. You could describe it as a Soulslike game with more procedural/random elements. When you die:

- Any items you haven't "remembered" through a special ritual are lost(although can be recovered through "cursed chests")
- You retain all permanent items(such as outfits, keys, recipes, etc.)
- You stay at your current level
- Bosses stay dead
- The mansion and surrounding areas regenerate, but the high level layout stays the same(except for some special areas that are more heavily randomized)

Some of the reasoning behind having these mechanics is explained in this interview.