To install, see readme. Simply copy the whole archive contents into the same folder as your AITD1 copy, run TATOU.exe and you are good to go! The game can also install automatically into your Steam / GOG copy if (Steamless = false) is in config.
On Linux, simply run launch_tatou.sh SH script from a terminal (it launches the Tatou ELF binary from working directory), and away you go. Supports Vulkan / OpenGL on Linux with X /Wayland support using SDL. Supports the entire working set that the Windows version does, but uses either Vulkan / OpenGL depending on installed graphics driver for OS.
On macOS (11.3 or above required, uses Metal), simply run the Tatou.app bundle. The bundle isnt signed or notarized, so it is down to the user to allow it to run through macOS security settings. Supports all feature sets that Windows and Linux builds do.
Due to new compression applied to the HDA archives, releases are now optimized enough to be hosted on GitHub. To download the latest release, see Assets!
Alone In The Dark: Re-Haunted — Release Notes v2.1.2204
Overview
Version 2.1.2204 delivers a major wave of visual and input modernization, introducing new particle systems, dynamic lighting, smooth menu transitions, full mouse support across all menus and more.
New Features
🖱 Universal Mouse Support (All Menus)
• Added menuMouse.h — a shared mouse-input library used by every game menu.
• Mouse hover now highlights menu items in the startup, system/pause, controls, and inventory menus.
• Mouse click confirms selections; keyboard and gamepad input automatically suppress hover to avoid conflicts.
• Mouse coordinates are mapped to the original 320×200 game space so hit-testing is pixel-accurate at any display resolution.
• Two-button dialogs (e.g., Found Object / Pick Up Object) are fully mouse-clickable.
🏮 Lantern Oil Lighting System (lanternLighting)
• Dynamic bloom glow on the lantern body when it contains oil (body IDs 269 / 10 confirmed via runtime logging).
• Real-time flame flicker using a time-accumulator with configurable intensity.
• Light flare effect with screen-space position, fade-in/out alpha, and pulse animation.
• Shadow occlusion and background darkening driven by lantern position and oil level.
• Separate BGFX shaders: sc and sc.
• Companion LANTERN_LIGHTING_GUIDE.md documents integration steps for the rendering pipeline.
Improvements
Menus
• System/Pause menu: save-slot preview now renders a live scaled-down game screen capture (nearest-neighbour, 114×64 px inside the frame border).
• Controls menu: full keyboard and gamepad rebinding with SDL_Gamepad axis and button mapping for all standard actions (Up/Down/Left/Right/Action/Confirm/Cancel/Strafe/Inventory/Pause).
• Startup menu: language selection (English, Français, Italiano, Español, Deutsch) with animated selection highlight timer; AITD3-specific menu path supported.
• All menus call menuRestoreCursorForMenu() on entry and playMenuSound() on navigation.
Input
• menuMouseMoved() uses a 3-pixel dead-zone threshold (Euclidean distance) to prevent hover jitter from sub-pixel ImGui float noise.
• SDL integer coordinates used for cursor-hide movement detection to avoid floating-point jitter preventing the hide trigger.
Technical / Internal
Area Detail
BGFX views Fade capture on view 207; snapshot on view 206 (unchanged)
Particle vertex layout Position (float×3) + Color0 (alpha) + Color1 (isDirt flag)
Lantern body IDs 269 = unlit, 10 = lit (confirmed at runtime)
Cursor hide delay CURSOR_HIDE_DELAY_MS = 2000 ms (compile-time constant)
Mouse move threshold MOUSE_MOVE_THRESHOLD = 3.0f px (compile-time constant)
Game coordinate space All mouse hit-tests operate in 320×200 logical pixels
Re-Haunted is based on the open-source FITD engine by yaz0r and is released under the GPL.
Fixes all reported recent issues at: https://github.com/spacefarergames/AloneInTheDarkReHaunted/issues