Project Enceladus
Playing now
—First samples arriving
—of peak
All-time peak
—Tracking since the first sample
Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
| Published | Kind | Announcement | Build |
|---|---|---|---|
| In-game event | Dev Update – Optimization, Mocap & Darren’s Debut! We’re back with another development update from Project Enceladus . This one dives a bit deeper into the techy side of things, so if you're into performance tricks, custom tools, and animation workflows — this is for you! Performance Upgrades – Custom Data Layers & HISM As our levels grow larger and more complex, performance becomes a bigger concern — especially in a puzzle-platformer where flo… | — | |
| In-game event | Why Sci-Fi? Why Puzzles? Why Thriller? Why this style? As we get deeper into development on Project Enceladus , we wanted to take a step back and share something a bit more personal: Why this game? Why this genre mix? Why this tone? The answer is layered. Like the game itself. Why Sci-Fi? For many of us on the team, sci-fi wasn’t just a genre we liked — it’s something that shaped how we see storytelling and creativity. We grew up watching, playing,… | — | |
| In-game event | Meet the Team We’ve been sharing updates on the game itself — but not much about the people building it yet. So here’s a proper introduction to the small team behind Project Enceladus! Where it all began... Before we ever opened Unreal Engine, or built puzzles, or placed a single light in the hangar — Project Enceladus began years ago as a world inside my head. I’ve always loved sci-fi and games. And over ti… | — | |
| In-game event | Defining the Tone, Expanding the World What we now call “the right tone” didn’t come easy. The early stages of development — especially building the Prologue — were both a design and technical challenge. There was a constant tension: how much to explain, how much to leave unsaid, and how to guide players through strange environments without breaking immersion. At that time, the project was a one-developer effort — and staying true t… | — | |
| In-game event | Looking Back: Pivots, Polish, and a MegaGrant Submission While polishing the Prologue levels and setting up our Steam page, we were also working toward something a bit bigger behind the scenes — we submitted the game for an Epic MegaGrant . It was an intense and exciting stretch of development. Now that we’ve caught our breath, we wanted to look back and share a few things we haven’t talked about yet. Playtests, Redesigns, and Late Shifts During inte… | — | |
| In-game event | 🎉 The Prologue is Complete – Development of Chapter I Has Begun! We have exciting news to share: the final version of the Prologue is now complete! This is a huge milestone in development, and we’re thrilled to bring you this update. Now that the Prologue is finished, we have shifted our focus entirely to developing Chapter I! In the coming weeks, we’ll be sharing sneak peeks of what we’re working on, and we can’t wait for you to see it. What to expect in Ch… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.