The Log

News & Updates

Development progress, studio news, and the occasional confession.

Naughty Nurse at Steam Next Fest: play the demo October 19–26 at 10 AM PT

Studio

From the front office

Update 4State of the Game, September 7, 2026

Naughty Nurse is preparing for Next Fest coming up from October 19–26. Originally, we were planning to end Playtest round 1 and release the game to early access on October 30. We were informed that may not be a great idea due to how Next Fest works. We'd like to quickly go over some timelines instead, and these new dates will take their places:

October 7: Playtest Round 1 Will End
Any downloaded Playtest copies will stop working on this date. Instead, we would like to encourage players to activate and download the game demo and wishlist. If you've contributed to Playtesting, you will receive a free, complementary game license. We have been maintaining a list of active Playtesters, and will reach out to them at that time to get them their permanent license. This is limited to people who have registered for the Playtest AND have contributed feedback, modeling, voice-over, lore, gameplay, demos, streams, etc. Just downloading and playing it for 2 minutes does not count. This also applies to Playtesters that downloaded, played one round, and didn't contribute any feedback.

October 19–26: Steam Next Fest
The demo for Naughty Nurse will be showcased during Steam's Next Fest. We are anticipating live streams, tech demos, and press articles during the celebration. At some point early on, EnJen and myself hope to hold a Q&A session and a live development Playtest stream so new players get the opportunity to give feedback and ideas.

October 30: Early Access Release
Naughty Nurse is scheduled to go into Early Access at the conclusion of Steam's Next Fest (or roughly a few days after so we can address any outstanding bugs or feedback). The full version of the game will become purchasable (permanent license) for $14.99, but will be on its initial release sale for $7.49. Active Round 1 Playtesters will still receive the permanent copy for no charge.

As always, stay happy and healthy,
popogeist

Update 3State of the Game, August 4, 2026

Naughty Nurse has been registered to appear at Steam's Next Fest 2026 for upcoming titles. This will allow players to demo the game, submit feedback and improvements, and have curators try it out. The game will be available as a demo for the festival, showcasing the Asylum map and new gameplay features (taser system, Teddy, etc.) from October 19–26, 2026.

After the conclusion of Steam's Next Fest, the game will go to Early Access on October 30th, and playtesting round 1 will be concluded. This will be replaced with a single-player, purchasable full version and a free demo.

We still would like to reward anyone who has helped on this journey, so after playtesting has concluded, anyone who helped with the game will receive a free, full-version game key. This will be limited to anyone who submitted artwork, gameplay feedback, bug reports, ideas, or helped in game promotion while in playtesting. We have a pretty good list going for this, but please reach out on our website if you get missed for some reason to claim your key. This is to prevent distributing keys to players that signed up for the playtest but didn't give feedback, gameplay recording, or any other contribution, mostly to prevent keys from being resold on third-party marketplaces.

Playtesting round 2 will commence probably around mid-November, and will be focused on bug and feature testing of the new Trailer Park map. It will be limited scope like the demo since the other maps have pretty much been tested and mitigated as much as they can be for now.

At the conclusion of Playtest round 2, round 3 will start at a later date and will either focus on a new map, or hopefully multiplayer by then; just a short roadmap.

As always, stay happy and healthy,
popogeist

Update 2State of the Game, July 21, 2026

Naughty Nurse's Steam page was finally approved this afternoon after around a month of nitpicking to make sure everything was following best practices. The game itself started early playtesting on Tuesday, July 14th. As of this writing, there have been 6 requests for playtesting keys with 2 of the testers giving active feedback. In the course of that feedback, I have started compiling a list of feature requests and common pain points and will be making some modifications in time to several of the maps.

The new trailer park map has completed the core design and layout. I am now focusing on decorations, environment elements, and core gameplay mechanics. I would like to open this new map to the playtest build branch before the end of August.

As of this writing, I do not currently have a set in stone date for the game to go to early access since I am currently working on some redesign elements, taking user feedback into consideration, and working on some minor, long-standing bugs. I have a goal to have early access with all features ready by July, 2027. The game will go through several rounds of playtesting until that point. This will hopefully give me time to establish and test multiplayer and release a few new maps. I also have some ideas rattling around for new features I would like to play with. These may stay or go depending on how they are received.

In the meantime, you can pick up the playtest of the game for free at store.steampowered.com/app/4788070/Naughty_Nurse, or just wishlist it for when it goes to early access. Every little bit helps.

Until then, keep the playtests and bug reports, feature requests, and ideas coming in like normal. I read and respond to every one, large or small.

Stay happy and healthy,
popogeist

Update 1State of the Game, July 12, 2026

Naughty Nurse playtest and main depots were accepted this morning by the Steam team. Game and files are being reviewed for sign off. Playtesting will start 2 weeks after getting the green light. We are anticipating sometime in the beginning of August, 2026. Playtesting will be single-player only. A rough draft of our launch trailer is now available on this site. Once we get the okay, the store page will become available for wishlisting and sign ups to playtest.

Due to Steam's inspection policy, we are no longer able to host game files directly for download. All future builds will be coordinated directly through Steam's playtest, beta, and main build branches. Feedback can be given through the Naughty Nurse Steam community or on our website. Support will mainly be focused around requests from our website to keep everything unified. In the short future, this will be a ticketed system to track requests, features, and trends.

New features are being added and bugs are still being addressed weekly. When playtesting starts, we promise to try not to overwhelm players with frequent updates unless they are game breaking. I have seen several threads over the years with complaints about updating too often.

In the meantime, if you need anything, absolutely reach out and we'll connect. I love talking and brainstorming with you guys.

Stay happy and healthy,
popogeist

Patch Notes

What's changing

The full development history. Tap any build to expand it.

Build 0.34.2Localization, Steam Deck support & cloud saves

Changes

  • Added language localizations: Spanish, French, German, Brazilian Portuguese, Italian, Polish, Russian, Simplified Chinese, Japanese, and Korean. Choose a language in Settings; the game picks your system language on first launch automatically. Translations are early drafts — please report anything that reads wrong.
  • Added Steam Deck controller support. Early testing; please report any problems or unusual button configs. Default controls are best-effort.
  • Fixed a bug with the Fun Size secondary effect causing the screen to keep shaking after banishment.
  • Added Steam Cloud syncing support for experience and setting preferences that are not machine-specific.

Asylum

  • Fixed a door bug allowing Bertha to pass through without opening the door, which was also preventing chair blocking from working properly.
Build 0.34.1Immune Boost fix & Buttons spawn correction

Changes

  • Fixed a bug causing the logic to not consider the Immune Boost when calculating med packs for game over conditions.
  • Fixed a bug causing Buttons to spawn in pairs or back to back within 20m of each other.

Asylum

  • Fixed an issue with the Restart Map button not firing on the Game Over screen.
  • Remeshed lights in certain areas so rooms aren't dark when power is on.
Build 0.34.0Side Effects & Senses Update

New Effects

  • Mirror Mirror: Flips the world as if you stepped inside of a mirror. Controls remain the same, but navigation may be difficult.
  • Brain Fog: You can't think straight. The timers, counts, and text all look weird and appear to be changing.
  • Migraine: Light is your enemy. You will naturally want to seek darkness.

New Secondary Effects

These have a roll chance after healing with a med pack. Some are helpful, some are unfortunate. Secondary effects last 2 full roar cycles, cannot be healed, and have a 15% chance of applying.

  • Fun Size: You are the size of a doll. Navigate the world from that perspective.
  • Sugar Rush: Sprint speed is increased, crouching doesn't work, and your hands are unsteady.
  • Hiccups: Bertha can hear them unless you're crouching or crouch walking.
  • Light Headed: Gravity has less effect on you.
  • Cold Feet: Walking backwards gives a speed boost; moving forward decreases speed by 15%.
  • Tiptoes: Crouching is as fast as walking and gives extra hiding advantages.
  • Immune Boost: The next time you get injected, the effect wears off on its own after 30 seconds.
  • Pincushion: Bertha will continuously throw syringes at you.
  • Shaky Hands: The flashlight trembles and the taser takes longer to charge.
  • Nervous Wreck: Scares happen twice as often and more unpredictably.
  • Adrenaline Junkie: You drag your feet when there's no danger, but speed increases during chases.
  • Heavy Pockets: Each bill you pick up slows you down a little more. Existing notes in inventory count.
  • Fight or Flight: Your taser hits harder, but stress makes your legs wobble. You cannot run after a hit.
  • Moth To A Flame: She sees your flashlight very well. Limit your use or pay the price.
  • Cat Eyes: Bertha can see very well in the dark. Hiding and crouching will be essential.

Changes

  • Added dust effects spawned and controlled from the player flashlight to help with atmosphere.
  • Added a note scrawl effect for environmental tension. 40% chance to trigger when grabbing a bill (except the first).
  • Fixed a bug with the ritual circle making it so you could only start the ritual from the outer ring.
  • Restyled door code note hints so they aren't just blank sticky notes.
  • Added a report card and run stats with a grade to the ending sequence.
  • Added a hunting pulse visual effect if Bertha is nearby and in a hunting state.
  • Fixed a bug allowing Bertha to open doors locked by a keypad.
  • Added a cold breath effect and sound when Bertha is nearby on the same floor.
  • Added an effect roulette wheel to visually roll for the effect Bertha puts you under.
  • New scare: Adrenaline Dump: upon escaping a chase, your vision realigns and heartbeat settles.
  • Added a hunting effect for door handle testing. Bertha sometimes stops and rattles a nearby door handle while searching.
  • Fixed a bug when reading lore pages and key code pages that was causing the pause screen to come up when closing the view window.
  • Minor cosmetic changes to text color and button labels.
  • Fixed the loading screen loading to the left.
  • Added a new bonus item, Ducky: one per round, sneaky to find. Finding one gives 100 bonus EXP.
  • Added an XRay effect for Bertha when the ritual starts so she is easier to track down.
  • Full remake of the Settings menu; also added to the Pause menu for in-game adjustments.

Prison

  • Fixed a bug preventing Bertha from pursuing players in the solitary cells.
  • Fixed a bug causing Bertha to walk through closed cell doors and power-required doors.

Church

  • Fixed a bug causing ground detection to fail at 3 points, leading to slow movement and jumping not working.

School

  • Fixed a bug preventing Bertha from following players into one of the rooms.

Trailer Park

  • Fixed a pathing issue causing Bertha to get stuck inside of the houses.
Build 0.33.8Crouching, AI enhancements & pre-Next Fest polish

This is the last planned build before Next Fest and Early Access, barring urgent bug fixes.

Changes

  • Several advanced AI enhancements for Bertha's investigations and chasing.
  • Changed flashlight so it won't blink when Bertha is close unless she is on the same floor.
  • Several lighting enhancements when power is applied for all maps.
  • Changed door lock sound effect.
  • Added ability to crouch behind objects to hide. Not as effective if she is in pursuit.
  • Fixed sound mixing during pursuit so she isn't drowned out by the music.
  • Fixed a bug allowing Bertha to phase through closed and jammed doors.
  • Fixed an outstanding bug allowing Bertha to inflict effects through walls and bathroom stall doors.

Asylum

  • Fixed a bug with a note spawning inside of the couch in the theater.

Prison

  • Added hiding exclusions to the jail cells so she isn't as aggressive in checking them.
  • Corrected a pathing issue in the bathroom caused by the showers.

School

  • Fixed lighting issues in the Gym and Theater caused by baked lighting maps.
Build 0.33.7Bertha audio revert & chase tension fix

Changes

  • Reverted Bertha's audio back to grumbles due to playtest feedback.
  • Increased the tension clip timeout during a chase so it's not cycling on vision loss.

Trailer Park

  • Fixed a UI bug causing the door code to overtake the controls panel.
Build 0.33.6Buttons model, ritual XRay & lighting audits

Changes

  • Replaced Teddy with a new model (Buttons) due to a potential licensing issue before the game goes to Early Access.
  • Added an XRay outline for the ritual spot after the 10th bill, so it's easier to locate to start the ritual.

Asylum

  • Lighting audit and optimizations to better help light rendering (less overlap and flickering with distance).

Prison

  • Lighting audit and optimizations to better help light rendering (less overlap and flickering with distance).
  • Added additional fill lighting to even out the need for flashlight.

Trailer Park

  • Fixed a bug allowing players to grab notes through walls if they were close enough to interact.
  • Fixed the gap in Bertha's House door that was causing a weird opening animation.
Build 0.33.5Keypad system, Bertha voice lines & chase music

Changes

  • Updated build to Unity 6000.6.1f1.
  • Added a keypad and code system, replacing one key per round with a code that needs to be found. The spawn location and code will randomize each round.
  • Added voice lines to Bertha for playtesting. Additional lines and tone changes will probably occur in the future.
  • Fixed several issues with audio scripting at ritual time so there aren't so many sounds.
  • Disabled a portrait jump scare due to how it was falling and clipping, for this update.
  • Added theme event music during spotting and chase to replace most of the grunts and groans.
  • Modified power to not be killed by storms since between that and Bertha's roars, they were becoming too frequent and frustrating.

Church / Trailer Park

  • Fixed several race issues with lighting preventing it from going back to normal.

Known Issues

  • There is a glitch in the Trailer Park collider for Bertha's house that can allow you to grab bills from inside the fridge from outside. Currently being worked on.
  • An adjustment is needed to Bertha's house door on the Trailer Park map due to a visible gap when rotated.
Build 0.33.4Trailer Park map, new banishment system & lighting fixes

Changes

  • Fixed a bug with lighting that occurred after light mode conversion.
  • Fixed a bug with the picture jump scares that was rotating them so they clipped into walls.
  • Added a spherecast check to prevent additional effects being applied through walls.
  • New Malum-inspired banishment system: players must pick up a set of syringes at the start of the ritual, hit Bertha 3 times by throwing them, and she will then be beckoned to the circle to be banished.
  • NEW MAP: Burning Bush Trailer Park released for playtesting.
  • Made several adjustments to ambient lighting to dynamically adjust to Bertha's mood changes.
  • Fixed a bug causing Bertha to be able to glitch through doors jammed with a chair.
  • Adjustments to Teddy spawning to balance difficulty.
  • Updated backend to Unity 6000.6.0f1.

Church

  • Tweaked moonlight lighting effects so it isn't as bright (same fix applied to Trailer Park).
  • Fixed new bugs with poles sticking out of ground due to the underground Morgue.

School

  • Added a bypass entrance to the locker rooms so the ag room doesn't become a dead-end hallway.
Build 0.33.3bHot patch: bill highlight fix & ag room loop

Changes

  • Fixed a bug that was causing bill highlight lights and lore highlight lights to go off after picking up a red herring bill.

School

  • Added a small hallway from the ag room to the locker room so the ag room doesn't feel like a dead-end area. Opportunities to loop and lose Bertha.
Build 0.33.3Foot audio, door detection & vision clarifier

Changes

  • Removed the walking farts Easter egg to make way for foot audio system.
  • Added ability for Bertha to hear nearby doors opening. She will investigate these strange noises.
  • Added foot step sounds for Bertha including adjustments for running.
  • Fixed a few audio sources putting out 2D sound. This would cause a problem in the upcoming multi-player update.
  • Added additional jump scares (visual and audio based).
  • Added a vision clarifier that allows players that are under effect but do not have a med pack to be able to see and highlight med packs through walls.
  • Updated to Unity build 6000.5.10f1.
  • Optimized shaders and meshes to keep performance levels high.
  • Added natural ambient lighting that will complement storms on exterior maps.
  • Additional tweaks to the ritual system graphics and audio.
Build 0.33.2URP graphic overhaul & Bertha wall fix

Changes

  • URP graphic overhaul so that the game doesn't come off as 2012 Slenderman.
  • Added effects to the ending banishment so it isn't an awkward disappearance.
  • Testing a fix where Bertha could put the player under effect through walls.
  • Optimized Teddy spawning to even out challenge.
  • Fixed a bug allowing Bertha to phase through doors jammed with a chair.
  • Optimize lighting and weather effects to give better depth.
  • Added some background sounds so there aren't any dead areas.

School

  • Fixed colliders in the Theatre that were allowing clipping through rows.
Build 0.33.1Hunt behavior tweaks & credits corrections

Changes

  • Made corrections and additions to the credits page.
  • Changed Bertha's hunt behavior to assist with hiding and sneaking.
  • Turned down frequency of teddies so they don't all run around at once.
  • Fixed a bug in the HUD across rounds that was causing the chair icon to report a chair in inventory.
  • Modification to end game ambience.
  • Changed Bertha's investigation behavior so she pauses, looks around, and will play her animation if player is affected.

Asylum

  • Changed Bertha's spawn location to encourage alternate routes.
  • Fixed some navmesh issues causing some hang-ups in second floor rooms.
Build 0.33.0Banishment ritual, HUD scares & Bertha vision rework

Changes

  • New feature: Banishment. Teddies now need to be collected to banish Bertha before you can leave. High risk, high reward. Toggleable in settings; on by default for playtesting.
  • Optimized build to save space; unused scenes are no longer included in the main build and will appear in the beta branch.
  • Fixed a bug causing the chair block icon to show up even if no chair is in inventory.
  • Adjusted Bertha's vision to originate as a cone from the knees instead of the chest to help with hiding while crouched.
  • Added a code check to allow or execute syringe throws better while pursuing.
  • Several new audio and visual scares including HUD malfunctions and hallucinations.
  • Added several new Teddy sounds.
  • Fixed several small NavMesh bugs on walls causing hang-ups in navigation.
  • Adjusted settings menu to make the ritual optional. When disabled, no ritual or Teddies will spawn.
  • Reduced Bertha's ability to see in the dark to fairly close range unless the flashlight is on, to help with dark navigation.
  • Fixed a bug causing the mouse pointer to not show up in menus unless you press Esc first.

Asylum

  • Adjusted Bertha's pathing so she isn't camping the main stairs all the time.
Build 0.32.9Food Poisoning, Door Jamming & Teddy improvements

General

  • New effect: Food Poisoning.
  • Added additional hunting noises and behaviors for Teddy.
  • New feature: Door Jamming. Ability to jam and block doors to escape Bertha when chasing.
  • Updated engine to Unity 6000.5.7f1.
  • Minor changes to lore items to help highlight them in maps better.
  • Additional visual and environmental effects added.
  • Fixed a Teddy bug where you couldn't pick him up if he doesn't see you first; corrected so he's always interactable.

Asylum

  • Fixed a floating note in the Theatre after a NavMesh change.

School

  • Added additional lore content to the Nurse's office.

Church

  • Began adding lore content.
Build 0.32.8New threat: Teddy, navigation fixes & demo release

Demo

  • Released and updated demo with changes from 0.32.7.

General

  • New threat: Teddy.
    • Teddy is very close to Bertha and she is highly protective of it.
    • Teddy will flee and alert Bertha if it sees you.
    • You have 15 seconds to catch it before it cries out to Bertha.
    • Bertha will go to an enhanced orange mood and will pursue you in the area where you lost Teddy.
  • Fixed voxel sizing to improve navigation.
  • Fixed a navigation bug with Bertha causing her to teleport and not be able to correct pathing.

School

  • Added additional lore decorations.
  • Corrections to the NavMesh to ensure that Teddy doesn't spawn on roofs.
Build 0.32.7Controls overlay, Prison & School lore pass

General

  • Added a canvas menu for controls to help offset that friction point. Press and hold Tab to view controls.

Prison

  • Added additional lore-related decorations.

School

  • Added lore and decorations to tell the school part of the story.
Build 0.32.6Memo system, lore content & flashlight effects

General

  • Added cinematic effects to weather to give more realistic lightning.
  • Added a memo system to be able to read lore pages and see photos.
  • Work on new trailer park map; hoping to have it released to playtesting by mid-August.
  • Added flashlight effects that change as Bertha gets closer to you, also depends on her mood.
  • Adjustments to the med pack system to exclude I Think I'm In Love from the countdown timer.

Asylum

  • Extensive addition of lore content.

Prison

  • Extensive addition of lore content.

Church

  • Adjusted post-processing so the alarm lights don't wash out the building.
Build 0.32.5Antidote rework, settings menu & post-processing

Changes

  • Retweaked post-processing to add more environment feel including volumetric fog.
  • Reworked the antidote system to remove a player pain point:
    • You can pick up only 1 at a time without being under an effect.
    • Use when under an effect by holding left click for 3 seconds, then release.
    • If you're not holding one when under an effect, you have 60 seconds to pick one up before you die from the effect.
  • Added a framework for a settings menu.
  • Changed game logo to get the title screen off of a text-based logo.
  • Updated engine to Unity 6000.5.5.
Build 0.32.4Asylum expansion, mood meter fixes & map select

Asylum

  • Started development on a new wing for the nurse's office, therapy room, and small recreational court.
  • Re-tuned lighting to offset confusion in the basement.
  • Added insect infestations.

General

  • Worked on UI issues with the mood meter.
  • Changed the layout for the map selection to accommodate future maps better.
  • Further development and ambience for the trailer park map.
Build 0.32.3School redesign, engine update & lightmap pass

School

  • Started redesign on the north side near locker rooms to simplify flow and give evasion paths. Also eliminating most construction areas since they were reserved for future rooms, but they are taking up resources now. They have been removed, and may be re-added later.
  • Adjusted walls, floors, and graphic clipping areas.

General

  • Updated engine to Unity 6000.5.4.
  • Additional development work on the new Trailer Park map.
  • Upgraded light maps on all stages to improve rendering performance.
Build 0.32.2End-game shaders, NavMesh fixes & map work

Changes

  • Modified end game effects and shaders.
  • Added a search function when picking up the red herring bill.
  • Work on outstanding UI issue with the mood meter below 1920x1080.

Asylum

  • Adjusted volumes for object ambience and decreased 3D ranges so they don't bleed across floors.
  • NavMesh adjustments so she isn't trying to navigate over radiators and chairs.

School

  • Started redesign of locker rooms in the school to complicate runs.
  • Adding decaling to various areas.
  • NavMesh adjustments so she isn't trying to vault over desks and tables.

Behind The Scenes

  • Stage design for the new trailer park map.
Build 0.32.1Red Herring trap & Steam Playtest prep

Changes

  • Added ambience to appliances in different scenes.
  • Added code and script preparations for Steam Playtesting.
  • New feature: Red Herring - one bill is a trap and carries consequences. Will you get it?
  • Added additional end-game ambience.
  • Removed in-game mic hearing for now - it got annoying during play testing.
Build 0.32.0Playtest build & chase AI improvements

Changes

  • Added debug and development menu to the Playtest build for logging. Accessible by pressing '/'. Requires Playtest authentication; the code changes with each build to prevent sharing.
  • Fixed an issue with Bertha getting stuck if she loses line of sight and can't reach the new location.
  • Fixed an issue where the taser VFX didn't deactivate after the second tase, caused by an issue in the roar routine.
  • Increased chase LOS so she doesn't lose players as easily and start wandering. She will now search last seen locations.
  • Additional work done on the new trailer park map; new SFX added to the Asylum.
Build 0.31.12a-dTaser system & Steam transition notes

Changes

  • Added a new taser/stun system. Each map will spawn only 3 batteries to charge a taser in the player's inventory. A successful hit stuns Bertha for 5 seconds. Press and hold right-click for 1 second to charge, release to fire.
  • Updated canvas text across maps to remain consistent.
  • Updated engine to Unity 5.2. This required rebuilding all light maps and backend data, slightly increasing build size.
  • Cleaned up scripts to remove deprecated code and convert functions.
  • Fixed colliders on some doors that were not disabling when opening.

Notes

  • This may be one of the last builds hosted on the website for download. If all goes well, future builds will be available through Steam, allowing for quicker patches and better feedback. Initial Steam builds will be in the Playtest program before going to Early Access, anticipated to begin around the first week of August 2026.
  • Exempting any sub-patches for this build, future builds will not be development builds by the time they reach Steam for Playtesting. The development and Playtest builds will operate under a combined branch class.
Build 0.31.11a-dCrouch rework & Prison new wing

Changes

  • Reworked crouch logic to make it easier to hide and not be spotted due to a technicality.
  • Added additional effects when the 10th note has been collected.
  • Updated labeling and documentation for more accurate debugging.
  • Reworked note tracking logic so she won't immediately try to go to the player's location, just the nearest patrol point to that player. She can still patrol normally and come across a hiding player if they are unlucky.

Prison

  • Added a new wing preview to the Prison to make it easier to loop, hide, and get to the jail area.
  • Corrected anomalies in the navmesh to fix a stuck point.
  • Fixed a safe spot due to a missing collider in the lab.
Build 0.31.10a-dVisual mood HUD & stressor pass

Changes

  • Changed the HUD for the mood system to go off of text based in favor of a visual style.
  • Added additional stressors when reaching the final note, making the exit more challenging.
  • Added additional stressors when Bertha gets in a Hangry mood.
  • Fixed a physics collider that didn't always apply to the player, causing collision with doors.

Asylum

  • Fixed a few lights that had the old scripting for flicker and power functions.

Work in progress

  • Mood HUD still needs some adjustments visually, but is functionally working.
Build 0.31.9a-dUnity 6.5 & Steam single-player prep

Changes

  • Fixed an animation issue with Bertha so it looked like she was moving without her feet moving after an attack.
  • Added collider exceptions to doors to allow players to go through doors that were open or opening (so they don't get pushed or stuck).
  • Changed Hangry mood to be just one cycle in length instead of 3. Weights and chances haven't changed.
  • Fixed a bug allowing Bertha to successfully attack and hit players through a wall without spotting them.
  • Removed Settings and Multi-Player menu as they are still being developed. This is for the initial release to Steam as Single Player.
  • Updated Unity Engine to 6.5 stable to correct a lighting bug.
Build 0.31.8a-dDoor AI & Burning Bush Trailer Park announcement

Changes

  • Improved Bertha's door handling, allowing her to check rooms more easily; she was tending to stand in open doorways.
  • Fixed a door bug causing her to lock in place if she couldn't reach the player.
  • Changed hunt behaviour so she won't exit the investigation phase until she is within 5 metres of the player - previously she would lose interest on a roar if she didn't reach the location within 15 seconds.
  • Updated the colour scheme on the game-over menu - text was hard to read.
  • NEW MAP ANNOUNCEMENT: Burning Bush Trailer Park - early in development and not near release; code base added to this build.

Church

  • Removed the morgue key - it was unnecessary since it only opened one side of an open doorway.
Build 0.31.7a-dChurch of Quiet Mercy goes live

Changes

  • NEW MAP: Church of Quiet Mercy.
  • Overhauled Bertha's tracking AI with extra logic for the new map.
  • Activated the map in Map Selection.
  • Added more loading-screen images.
  • Calibrated dynamic distance for syringe throws.

Roadmap

  • Multiplayer setup.
  • Settings menu.
  • Publish to Steam.
Build 0.31.6a-dMood Meter & ranged attacks

Supersedes build 0.31.5a-d due to mechanic changes.

Changes

  • Reworked Bertha's tracking and chase logic, including ranged attacks.
  • Bug fixes with note spawns.
  • Fixed load logic that left the map timer and speeds not resetting between maps.
  • Fixed a crouch bug where Bertha could see you behind a collider (still in testing).
  • New effect - Stage Fright (DLC build): nothing on but the hat.
  • Started the foundation for a modding base that integrates with the debugger.
  • Implementing the church-map code base for debugging.
  • Settings-menu code base still in development.
  • Started replacing in-game item meshes (med packs for now).
  • Mood Meter - Bertha now has four moods that affect gameplay:
    • Content: she ignores you; you're safe.
    • Annoyed: she may attack, she may ignore - her call.
    • Horny: you are not safe; she gets fast and her hearing improves.
    • Hangry: she's possessed for 4 minutes; speed and tracking greatly increased regardless of bill count.

Prison

  • Fixed the Control key failing to spawn.
  • Fixed the Emergency Exit door when power is cut.
  • Optimized patrol points so she doesn't camp.

To do

  • Standardize key ID structures for modding.
  • Implement an XP / leveling system.
  • Difficulty scaling.
  • Mesh upgrades before alpha.
Build 0.31.4a-dMother's Day update

Asylum

  • Cleared a mesh issue causing visible patrol points.
  • Fixed a minor glitch causing a basement light to blink red.
  • Changed the decoy radios to play actual tornado-warning broadcasts.

Prison

  • Cleared a mesh issue causing visible patrol points.
  • Optimized patrol points so Bertha doesn't favor the jail area as much.

School

  • Fixed area-light wash-out.
  • Fixed walls causing mesh clipping.
  • Fixed the Gym key spawning separate from its light.
  • Fixed the power keycard spawning separate from its light.

General

  • Added unique ambience to the school.
  • Added a special "walking farts" round: a start-of-round roll may trigger an event where Bertha gets walking farts and speed rebalances to 1.5× regular and progressive rates.
  • Updated map selection to include the new church map.
  • Added an animated loading screen (dynamic images to come).
  • Continued development on the church map.
Build 0.31.3a-dSteam compliance & an effect cull

School

  • Fixed the Hallway B key spawning under the bathroom sink.

All maps

  • Replaced the 'I Think I'm In Love' song with a new track for Steam compliance.
  • Removed 'South for the Winter' - nobody gets it, and it's not as funny if it has to be explained.
  • Bertha has developed a bad case of the walking farts.
  • Fixed the UI quit buttons so they return to the menu instead of closing the game.

In the works

  • New effect - Safe Word: uses the mic so you can say a safe word to break an effect (slows the player); type option if you have no mic. The safe word spawns on a wall somewhere; saying it removes the need for a med pack.
  • New map - Church of Quiet Mercy: a large church, morgue, and catacombs.
Build 0.31.2a-dSchool pathing & polish

School

  • Remapped classroom layouts to improve pathing between desks.
  • Fixed cabinets that opened incorrectly.
  • Fixed lights turning or staying red when a roar and thunder coincided.
  • Added meshing in the restrooms and raised the sink areas.
  • Adjusted nav-jump areas to improve room searching.
  • Fixed 'South for the Winter' camera clamping that shifted by 90 degrees.
  • Cleaned up old light-volume scripts and references.
  • Fixed a collision issue trapping Bertha in some rooms.
Build 0.31.1a-dSchool fixes

School

  • Added mesh colliders to restroom sinks.
  • Fixed doors that were auto-closing.
  • Fixed a Bertha audio bug causing 2D audio on chase.
  • Added barriers to areas still under construction (no gameplay impact).
  • Fixed parallel-door pathing between rooms.
  • Fixed a transparent-roof visual bug.
Build 0.31.0a-dNew map: Blackridge High School

Changes

  • NEW MAP: Blackridge High School, ready for testing.
  • Bertha can now throw syringes to affect players.
  • Added throwing and running animations.
  • Simplified object tracing so lights cooperate better.
  • AI mapping work so Bertha won't hug walls.
  • Fixed Bertha entering a door then reversing out when she couldn't cross the threshold.
  • Fixed lights staying red and blinking at high intensity after a roar or thunder when power is tripped.

Outstanding

  • Still need to apply the door fix to the Asylum and Prison maps.
Build 0.30.2a-dCross-level cleanup

Changes

  • Cleaned up cross-level prefabs to clear old script errors.
  • Added debugging tools to track key and bill spawn locations.
  • Fixed an Exit Collider math error that prevented leaving a completed round.
  • Moved two key spawns that weren't meshing and so never spawned.
  • Fixed Bertha seeing but not attacking in the solitary cell area.
  • Added mesh colliders to prison cells so she can't see you as easily through the door.
  • Fixed flashing-light scripting that didn't always trigger color and effect changes.
  • Added colliders to walls adjacent to doors so Bertha can't phase through.
  • Removed Bertha's voice lines (kept the framework; no purpose for now).
Build 0.30.1a-dNew map: Carver Correctional Unit 12 (Alpha)

Changes

  • NEW MAP: Carver Correctional Unit 12.
  • Updated Bertha's logic so crouching and hiding are easier - the new map is small, so you'll need to sneak.
  • Updated menu music and logic to display better on large screens.
  • Added debug vector recording for notes and antidotes that spawn through the world.
  • Reduced lighting bleed on appliances and gadgets.
  • Added adjacent hiding: during a roar she generally won't check cells you're hiding in unless she hears or sees you.
  • Fixed her seeing through walls and doors while the player was crouched.
  • Fixed phantom colliders causing a grounded / floating bug.
  • Fixed an audio bug where opening a door played a closing sound.
  • Fixed a navigation bug where she phased through locked doors instead of opening them.
  • Updated menus for the new map and functions.
Build 0.30a-dBug-fix pass + map selection

A bug-fix release.

Changes

  • Fixed Bertha's LOS filter seeing through walls and bathroom stalls.
  • Fixed her attacking from the 2nd floor when the player was directly below.
  • Added a foundation for Bertha voice lines (plus 5 lines).
  • Added a main menu and map-selection screen showing upcoming maps (alpha).
  • Increased chase speed by 0.5 m/s across all tiers - she lost interest too quickly.
  • Moved medkits that spawned in powered rooms.
  • Fixed a floating note in the morgue.
  • If she thinks she sees you but can't reach you for 15 seconds, she resumes patrol.
Build 0.29c-dShader conversion complete

Last build of the day; the game is in a stable state prior to 0.3.

Changes

  • Changed the effect-applied sound from a cheesy bang to a scream - you're being forcefully injected.
  • Fixed AI bugs letting her track and attack through walls and floors without entering attack mode.
  • Added a round timer synced to her tracking roar; the color shifts as it nears (green 35s, yellow 35s, red 10s).
  • Converted and tested the last of the shaders and effects.
  • Reduced sight with lights on from 30 ft to 20 ft - too much was visible.
  • Added NavBlockers to restroom stalls and doors so she can't see through them.
  • Changed the attack animation to be more disturbing.

Wishlist

  • A roar animation and possibly a new run animation.
  • A custom loading bar at round start.
Build 0.29b-dURP shader patch

A patch release for continued progress.

Changes

  • Converted and tested 6 of 8 shaders; Tunnel Vision and 'I Think I'm In Love' (pink/heart shader) are still outstanding.
  • Reduced light intensity in 3 zones due to how light bounce is calculated.
  • Introduced dynamic audio so cabinets, fridges, doors, and more can have distinct sounds.
  • Fixed a grid overlay showing over the lens-distortion shader.

Known issues

  • She can't always hit the player after the height adjustment, especially early on and on stairs.
Build 0.29a-dURP / SRP pipeline upgrade

An unstable preview build - a rooted base for the URP conversion.

Changes

  • Upgraded the entire pipeline to URP/SRP for better lighting and graphics.
  • Upgraded most shaders for better visuals and ambiance.
  • Bertha now sees up to 30 m with the lights on; her hit radius was refactored, so looping her is much harder.
  • Updated most sounds; Bertha is back to grumbles (dynamic speech is giving trouble and a serious voice actor is still wanted); new note-pickup sound.
  • Forced a roar every note 3+ with the matching speed boost.
  • She sprints to the player during a roar regardless of note count - no more waiting out roars.
  • More aggressive room checks; sees farther with power on; dynamically checks nearby dead ends, so don't hide in them too often (she learns your behavior).

Known issues

  • Some effects (e.g. Tunnel Vision) activate but don't visually change yet.
  • She can miscalculate collider distance: standing still when seen can make her pursue but not attack.
  • During Chase she may teleport into rooms through closed doors and back out (a path-finding quirk).

Roadmap

  • Two new from-scratch maps in development: 'Blackridge High School' and 'Carver Correctional Unit 12'.
  • Rewriting shaders for URP to restore the baseline with improvements.
  • Then the prison map, then the high school.
  • After 3 maps: multiplayer integration and SteamWorks.
  • Then free Steam playtesting (up to 5 rounds).
  • Targeting Early Access around July 2027, 1.0 around January 2028 (pending Steam review).
Build 0.28a-dVision overhaul + prison preview

Changes

  • Updated vision tracking so she can no longer see through walls or floors.
  • Moved her ray-trace origin lower on her body to make hiding easier.
  • Updated the roar mechanic: she enters the room, looks around for 5 seconds, then leaves if she doesn't see the player.
  • Fixed the interaction canvas not showing while still working.
  • Fixed the breaker showing a double canvas.
  • Complex nav-mesh changes for stairs and power areas so she stops going into corners.
  • Removed the player's overlay light so you rely on the flashlight.
  • Started flashlight-vision work so she investigates strange light in open areas.

Preview

  • The new prison map, "Death Trap Federal Prison," is in early design - keycards and PCs unlock doors, lights, power, and cameras (few alternate paths, hence the name).

Two new effects (from suggestions)

  • I Think I'm In Love: a pink haze pulls you toward Bertha with infatuation. You can override the pull with player control, but it's challenging.
  • South for the Winter: a neat 5-degree head bob hinting that something else may be happening where the camera can't see.
Build 0.27a-dExperimental: mic & LOS seeking

An experimental build for a potential new feature.

Changes

  • Refined roar-seek logic so the player can hide (LOS-based).
  • Added microphone support by default - she hears and investigates player sound.
  • Added Nav Gates to doors so she registers door flow and actively checks rooms, not just hallways.
  • Changed key VFX so keys are easier to spot.
  • Dimmer lighting volumes even with power on.
  • Added light faults for an eerier vibe.
  • Replaced her grumbles with a system that allows voice dialog (Malum-style).
  • Detection is now line-of-sight; chase distance from 5 ft to 15 ft.
  • She can open powered doors during a blackout - no longer a safe space.
  • Tuned patrol and chase scaling by bill count for better balance.

Because this is experimental seek logic on the AI controller, some new bugs may surface.

Build 0.26a-dRoar-driven power + a watcher

A feature update for the Asylum with some wish-list items.

Changes

  • Added something that watches and stalks you in the dark.
  • Power events now happen on roar instead of thunder.
  • Removed Fantasy Room requirements (keys, bills, med packs) - it's now only accessible when the grandfather clock goes off.
  • Added grandfather-clock door-lock logic.
  • Fixed a collision issue preventing her from chasing through certain rooms.
  • Smaller lightmaps for better rendering on weaker graphics cards.
  • Removed interaction with upper morgue boxes (impractical height).
  • Fixed colliders so she can't see behind screening curtains.
  • Rolled back the light-switch lighting logic.
  • Windows now requires DX12 or higher (dropped Windows 10 and lower).

Known issues

  • Some doors may not play open/close sounds if Bertha opens them before the player.
Build 0.25a-dAsylum complete + theft-based speed

The asylum map is essentially complete; focus shifts to the new Prison map, built from scratch.

Changes

  • Theft is one of her triggers - her speed now scales to how well you're doing:
    • 0–2 bills: 3/4 of your walk speed.
    • 3–4: your walk speed.
    • 5–7: faster than walking, same as your run.
    • 8–9: double your walk speed, faster than your run.
    • 10: double your run speed.
  • You can no longer pick up keys while under an effect.
  • Added roar checks at bills 3, 5, 8, and 10.
  • Fixed her getting stuck on the 2nd-floor railing while chasing.

Upcoming wishlist

  • Tie electrical issues to roars, not weather.
  • Block note-searching under effects (lockers, fridges, cabinets, etc.).
  • Clock chime unlocks a secret (5% per round) once refined.
  • Begin multiplayer and alpha testing for Steam playtesting.
Build 0.24a-d / 0.24b-dSteam Deck verified

Changes

  • AI converted from blockers to modifiers, greatly improving navigation around objects.
  • Slimmed Bertha's colliders so she fits through doors.
  • She randomly checks rooms whether or not the player could be there.
  • Refined detection so it's harder to sneak past while she patrols.
  • Blacklisted items so she prefers wider paths (less getting stuck).
  • Status: APPROVED for the Steam Deck program - Valve-verified.

In progress

  • Light and power tied to her roar instead of weather.
  • Doll nuisance behavior.

0.24b-d (minor patch)

  • Fixed power not recovering after the player reactivates it.
  • Fixed a light-baking error with post-processing.
  • Added logo and icons.
  • Started an animated loading screen.
Build 0.23a-dMajor AI: smarter navigation

Changes

  • Much smarter at navigating rooms and objects - no more jumping over tables and chairs.
  • Better with doors; actively checks rooms whether or not she hears or sees the player.
  • Improved direct pathing during a roar.
  • Can no longer see inside bathroom stalls and won't check them unless she sees you enter.
  • Fixed an audio script so she screams on sighting and plays a sound when hit by a syringe.
  • Patched many bug-out navigation spots (far fewer safe places).
  • Can attack if the player is above the main surface - couches, desks, and shelves are no longer safe.
  • Detection range reduced from 15 ft to 8 ft with animation changes.
  • Increased chase speed (slightly slower than the player).
  • Fixed duplicate breaker hover text.
  • Increased her boredom timer from 5 to 30 seconds so she doesn't quit the chase so soon.
  • Cleaned up the code base for Steam and Unity compliance.

Up next

  • Shift storm power events to roar events (roars no longer kill power).
  • Grandfather clock: 100% power kill, 5% chance per round.
  • Animate and program ranged attacks.
Build 0.221a-dSmall collider patch

Changes

  • Adjusted the rigidbody collider so Bertha doesn't walk under the floor.
  • Fixed a Warehouse collider that allowed a safe spot from Bertha.
  • Fixed a Fantasy Room mesh causing a false falling sensation.
Build 0.22a-dFive new effects + memory

Changes

  • AI overhaul: plays nicer with tracking, doors, and behaviors; she now remembers evasion patterns.
  • Added audio for sighting you and for syringe stabs.
  • Added 5 new effects for 7 total: Acid Trip, Disoriented, Need Coffee, Inside Out, and Tinnitus - joining Whiskey Glasses and Tunnel Vision.
  • Revised the haunted-doll behaviors.
  • Reworked interactors and colliders to help navigation.
  • Under an effect you can't pick up notes; you can still open doors and grab antidotes. Keys are still grabbable for now (to be disabled later).
Build 0.21a-dSyringe framework

Changes

  • Refined Bertha's AI, animations, and sound schemes.
  • Adjusted her rigid collider to improve hit chance when she stabs with a syringe.
  • Added the framework for the syringe and effect system.
  • Added 2 new effects, touch-only for now: Whiskey Glasses and Tunnel Vision.
  • Added antidote spawn and logic plus game-over evaluation.
  • Improved her movement through doors.
  • Made her chase speed slightly slower than the player to make escaping easier.
  • Refined lighting so she's more visible from behind.
Build 0.20a-dBertha AI rework

Changes

  • Complete AI rework: she paths correctly and actively learns your habits (kept client-side).
  • Roar tracking every 80 seconds - she approaches your position, looks around for 5 seconds, then resumes patrol.
  • Fixed patrol roam to include doored rooms.
  • Added a guarded entrance gate (security checkpoint) that auto-unlocks and opens after all bills are collected.
  • Added a fireplace and physics to the office.

Up next

  • Serum / antidote effects and attack / tracking logic.
Build 0.19a-dBertha pass-through & speed tuning

Changes

  • Moved theater-screen interaction to the projector.
  • Converted Bertha's colliders to triggers so the player can pass through while she still registers collisions, hits, and doors.
  • Added sound suppression on doors so player actions make noise but Bertha passing through doesn't trigger the sound bug.
  • Removed the ritual point pending a flare-system revamp.
  • Exit collider now despawns Bertha on exit to prevent after-round damage and noise.
  • Tuned her roam and pursue speeds so it's easier to lose her once spotted.
  • Fixed Warehouse and Security office lighting in mixed mode.
Build 0.18a-dBertha arrives + entrance redesign

Changes

  • Gutted and redesigned the entire entrance into a waiting area and registration.
  • Added signs and designs around the facility.
  • Fixed collider bugs in the Fantasy Room causing a soft lock in place.
  • Updated all sound schemes.
  • Added videos to all TVs and PC monitors as interactables.
  • Added core elements toward Malum-style forceful banishment.
  • Improved Bertha's AI (she's in this build).
  • Improved ambiance and scene tension.
  • Added several new scares (Cheetos approved).
  • Added homey touches so rooms don't look empty.
  • Started the bathroom redesign to bring cabinets back into play.

Known issues

  • Bertha is relentless; with no syringe yet, she can trap you in one-way rooms, including restroom stalls.
  • Some Warehouse and Security Room lights may not activate with the breaker.
Build 0.17b-dFantasy Room content + videos

Changes

  • Added functionality and content to the mystery Fantasy Room.
  • Added 35 bill spawn locations, including the Fantasy Room.
  • Added videos to the facility TVs.
  • Added a spawn location for each key and keycard.
  • Added colliders to cabinets so you can't grab bills through the doors.
  • General UI fixes.
Build 0.17a-dA mysterious door

Changes

  • A mysterious door appeared in the basement requiring a Fantasy Room key. What could be inside?
  • Added flow for the new room and key.
  • Updated key/card icons to tell them apart more easily.
  • Added a new layer group to control light projection on specific objects and prevent bleed.
Build 0.16a-dKey icons + custom font

Changes

  • Added a canvas panel and icons for keys and keycards so you know what you have and what you're looking for.
  • Fixed a light bleed in the admin office.
  • Moved the Easter-egg radio to an undisclosed location and added decoy radios.
  • Changed the global font to a custom type for better immersion.

Up next

  • Improve the canvas icon overlay to better specify keys and areas.
Build 0.15a-dPersistent bill counter + ambiance

Changes

  • Fixed basement doors emitting 2D sound on interaction (heard building-wide).
  • Moved cabinet spawns that made the power keycard hard to get (no bathroom-cabinet spawns currently).
  • Increased key colliders for easier pickup, closer to LL-style.
  • Reforms to the security room to improve lighting.
  • Updated key lighting so it no longer shows through walls (it was a giveaway).
  • Made the bill-count overlay persistent and restyled it for easier tracking.
  • Increased the collider on the circuit-breaker lever.
  • Added storm light-flicker effects (to integrate with mood and difficulty later).
  • Removed auto-close on all doors except powered ones.
  • Added background ambiance sounds.

Up next

  • Key/Card icons on pickup.
  • Security-room design and a code system for certain rooms.
  • More key and note spawn points.
  • New bill/key pickup sounds.
Build 0.14a-dPower-out fixes + debug cam

Changes

  • Fixed a security monitor causing a black box behind the reticle and disabling mouse input when the power went out.
  • Powered doors get an emergency-exit option: in single-player you can exit (but not enter) a powered room if a storm knocks out the main breaker.
  • Removed 3 zone lights mistakenly added in cabinets that caused black-corner shadow and light issues with the flashlight.
  • Optimized interaction scripts to better organize settings for debugging.
  • Added a disabled debug camera for live runtime debugging (works with the profiler).
Build 0.13a-dThunder, breakers & the security room

Changes

  • Added spawn points and behaviors for keys and the keycard.
  • Optimized and corrected lighting issues.
  • Fixed faulted lights rendering incorrectly.
  • Synced faulted lights to thunder with a 1.2-second delay for ambiance.
  • A nearby lightning strike now has a 5% chance to trip the breaker.
  • Added furniture and monitor setups to the security room.
  • Converted door and cabinet sounds to 3D so closings don't play across the map.
Build 0.12a-dEndgame triggers & door signage

Changes

  • Added spawn-in messaging and an error trigger if you try to leave without all 10 bills.
  • Added an ending trigger with restart and quit buttons.
  • Fixed keys spawning half inside tables.
  • Added signs and labeling to most doors, especially keyed ones.
  • Added more interactable objects.
  • Light-zoning work to prevent bleedover through walls and doors.

Next up

  • More note and key spawn points on the new interactables.
  • Convert doors to 3D sound so distant auto-closes aren't audible.
  • Player body meshes, animations, and collider zones.
  • Sync thunder with power issues (chance to trip the breaker).
  • Start Bertha's AI framework so she learns while hunting.
Build 0.11a-dMore spawns & fixes

Changes

  • Added 20 new bill locations to improve randomization.
  • Added more interactables that may hide notes, keys, or Easter eggs.
  • Fixed door colliders for the Theater, Cafeteria, and Dormitory.
  • Turned up motion vectors by a scale of 3 to help mouse and movement feel.
  • Fixed a Cafeteria cheese for grabbing the power card.
  • Optimized real-time lighting to reduce light clipping.
First sneak peek buildThe first early download

The first early build of Naughty Nurse, available as a Linux or Windows download. Feedback and bug reports welcome.

What's in it

  • One map; 400 random bill combos and 125 key combos (expected to grow weekly).
  • Every key and 10 random pages spawn 100% of the time - tested across 30+ rounds.
  • Most objects are interactable, so search everything: lockers, morgue freezers, cabinets, fridges, drawers, and safes.
  • Added 2 Easter eggs (goal: at least 2 per level at launch).
  • No enemy yet - more time was wanted on the AI, which kept getting stuck.
  • Optimized, compressed code base; the full build is just over 1 GB and runs in as little as 1.5 GB of RAM.
  • About 15 minutes per round, randomized each time for replayability.

Roadmap for the week

  • Redesign the dated decor.
  • Add furniture to the security room (bills currently float).
  • More key and note spawn locations.
  • More ambiance and some off-guard scares.
  • AI work in Python - enemies will learn what you do.
  • Begin the serum-effect code base.