As you stated before, Dread was released as a secret entity for players to find. I believe Redibles did say somewhere on Twitter that they do want to fully implement Dread at some point, they just don't know how they would do it.
I think the best way for this entity to be used is by how they did it in the Easter egg. He should be used to stop players from camping a door or room for too long. If they wait 5 minutes in one room he'll spawn and give a warning if you don't leave he kills you. I also would like to implement a custom modifier named "curfew" where you must enter a non-progressive room when he does a warning and stay in there until he passes. Like stay in your room curfew
@@Auto-UTTP_Report_Botactually, Screech serves that purpose. The lights pop after 5 minutes now, and Screech will attack in the darkness. It attacks more often than normal if this happens.
tbh i kinda imagined that Dread would've worked like a natural timer that would've reset after every encounter with it like it'd spawn every 10 - 20 minutes at a random interval and you'd have to occasionally watch the time you have to not get caught by dread lol cool video and suggestion! I like how it has a random chance of being in a room lol in fact, here's an idea i thought of just now! During your runs in the hotel, the clocks would have scratch marks indicating at what time Dread would appear. Every time Dread appears, the room would suddenly get a low whistling noise as the lights grew darker and darker at a [moderate to fast depending on how far you are into the game] speed until it was a dark room. If you did not find a hiding spot before the lights went out, you'd encounter Dread for that room and it would have to be maneuvered around as it slowly floated towards you. The longer you stay in that room while Dread is active, it would slowly get faster and faster until there's no room for mistakes! If a player in the room didn't find a hiding spot in time, they would be the only one to see it on their screen, and if they escape the room, then Dread would "dissipate" from their vision and stop chasing them (or maybe just make it dissipate once someone opens the next room's door lol). If you escape the room Dread spawns in, you would suddenly hear scratching noises coming from every clock in all the rooms. If you were to go look at them, a new part of the clock is marked for when Dread would appear. This could also introduce a pocket watch item that'd show you when Dread would arrive! (Oh my gosh imaging a ton of clocks getting the same scratch marks all at once when you're near Dread really creeps me out lol) This pocket watch could have like 3 uses before it gets too scratched up to use.
The developers said that they would implement him in the future if they find a good purpose for him. As of now, they had to get him in asap for reasons.
Yeah I also remember Redibles or LSPLASH (i dont remember ) saying that they will makes updates about dread but for now they just want to put him as a easter egg entity
I feel like dread should stay on the one hour timer but stay active until the greenhouse. Most players are able to beat the game in around 30 minutes, so dread would still be a fun "Easter egg" while still being an active threat throughout the game. However if a player doesn't reach the greenhouse in 60 minutes, dread will spawn but can be survived by walking through the next door. This can still be dangerous if there is bad enough RNG such as if the door is locked or if its a large room. This keeps dread as a rare entity but still allows it to be an active threat in all runs. This would also be a nice surprise to players who aren't explicitly trying to get dread but are just being too slow
I agree with you, but only a little bit You see, the guy is literally called ''Dread'' you are scared, you know there is something with you in the room and it will kill you - you are actually just terrified I think it would be better if Dread could have a small chance to spawn in before an entity comes after you/if you haven't encountered any entities for more than 10-15 doors (cuz ur paranoid or smth idk) but yeah good suggestion anyway 👍👍
I think as time runs out either the room should start going dark (like how the start of dread happens) when your running out of time OR holes should start forming in a seek room like pattern
i think that dread should be like a timer too. but, its mechanic is like seek's cresendo (rooms before the chase) the rooms starts filling up with holes in the wall, (similar to dreads design) then a clock starts going off, every time the clock dings (like in the audio it plays ingame currently) you stop. moving causes you to die, this lasts for about 3-5 rooms, all other entities are disabled besides eyes, and all the easter egg ones. basically like a redlight green light. once through the bell dings longer then usual, and then thats your chance to hide, (hide will be disabled for this encounter) and dread slowly goes through the room. the visual effects from the game rn are present, and once he is through, it goes back to normal, you survived dread.
Well my thoughts on Dread as an entity is that I do find it interesting despite how unfinished it really is, I think it’s name should fit how it attacks (Ex. Rush rushing through the halls & Ambush Rebounding in attempt to ambush you) where you are timed to find a suitable bed fall asleep in order to not feel dreadful & sleepy cause if you do not fall asleep in time Dread will spawn like how haste does & Attack
i think it should be in every floor (or maybe just the mines? i dont know) and after spending a certain amount of time in a floor (it decreases every floor) it will attack and will be impossible to avoid asides from the crucifix
Lsplash said that dread will have a big role in doors,even though a lot of people know about him still some players don't know about dread but they will in a matter of time,dread will have a badge soon
Dread: Dread is only capable to showing up on both Seek Chases, after the infirmary, the greenhouse and if it hits midnight. On seek chases, you would have to avoid touching the fake doors otherwise Dread will deal you 70 damage and teleport you to the correct door. It may also create holes at any room randomized at any location, except: Progression door, Crouching parts, little parts where you dodge the hands and the fire. It will deal you 50 damage but you can say its an insta-kill since its stuns you for 3-5 except if you have enough Vitamins. If the player takes the Herb of Virdis, locked rooms would appear more and Dread would act they way you said on the video. Dread in the greenhouse will curse closets. A cursed closet can be detected by loud whispering while near it. Entering a cursed closet will deal you 35 damage. If it hits midnight, you'll be able to interact with the clock. The door will be locked by a 'strong force' until you interact with a clock. When you interact with it, Dread may spawn any time (except Seek and Figure) at any position of the room. It will act like Eyes but 1-hit. Dead Of Night I think.. something bad will happen soon. Interact with a clock after it hitting Midnight. Catchy Should've had i toke that plant? Survive Dread. Somethings Wrong I can feel it. Fall into Dread's trick in a seek chase.
Dread: If you stay in a room for 2 minutes or 5 minutes depending on if its a locked room he will rush to the player but you could see his face through the walls just like haste. Edit: It’s basically a AFK mechanic
I've had an idea for dread for a little while now. In the greenhouse for the mines (I imagine some sort of basement), a timer for a minute happens in every room, with the ceiling slowly moving downwards. Clocks are randomly seen throughout year rooms, counting down from one minute before midnight. The players have to find a brick that sticks out of the wall in order to unlock the next door. Dread is doing all this, obviously, and you are killed if you get crushed. In the final room, it's a long hallway with clocks lining the walls. When the players walk past a grandfather clock that's just past the entrance (and in the middle rather than hugging the walls), a cutscenes plays, where that grandfather clock comes apart, revealing a 3D Dread. The players then have to walk around broken grandfather clocks in the hallway as dread slowly approaches. Eventually, they reach the exit and Dread vanishes... for now.