Heyhey Scientists,
We have finally found our way to the Steam Community Hub and starting it off with the first major progress announcement!
Moving forward we will post monthly progress reports here, showcasing what we achieved in each month and also sharing some cool work in progress images (this time just images, but check out our DISCORD for clips and gifs!) and whatever else comes to mind.
This is our first time engaging by ourselves with our players on Steam, so feel free to give us feedback and request changes to the format!
Below the (massive) summary of the 3 months progression since releasing the Steam Page!
Chapter 2
Completed combat blockouts, cinematics, and final scripting.
Implemented new puzzles such as the frog door riddle.
Fixed mission markers, AI navigation, and other core logic issues.
Finalized Chapter 2 trailer and prepared for a patreon showcase.
Started work on Witch Hut interior
Chapter 3
Started combat system planning and early level blockouts.
Continued animation proposals and scene breakdowns.
Progressed Sub-Chapter 25 and 26 scripts and related assets.
Chapter 4
Began early design, environment blockouts, and script outlines.
Started work on Paradecia Island and Ocean chapter layout.
Combat and RPG Systems
Implemented RPG stat system and foundation for the talent tree.
Completed hit reaction, boss system, and combat update.
Fixed and tested weapons, AI behavior, and player state handling.
Prototyped multiple boss systems (Slime King, Secret Boss, Ototo, Oyaji).
Sandbox
Overhauled collision, UI focus, and player state handling.
Added end-game node and TrueFP cinematic blending.
Optimized physics assets across all characters.
Reworked loop UI, cum system prototype
Completed Sub-Chapters 24 to 26 with multiple drafts and reviews.
Created outlines and first drafts for upcoming sub-chapters and interludes.
Finished voice line intents, localization checks for specific character dialogues (Spanish/French inserts), and wiki updates.
Updated scene, chapter, and asset trackers for production flow.
Lower VLT (LVLT)
Finished Junkyard, Arena, and shopfront blockouts.
Completed Junkyard Owner’s house interior and exterior passes.
Conducted regular playtests to refine navigation and pacing.
Emerald Vale
Rebuilt Sword Cave with new landscape sculpt and prop work.
Fixed scale and collision issues.
Removed outdated assets and optimized performance.
Paradecia Island
Blockouts completed and area scaled.
Began design pass for the island’s town layout and coastline.
Started planning for the sea chapter area.
Other Areas
Advanced blockouts for Red Light District, Hover Car Station, and Crystal Cave.
Regular playtesting and iteration to ensure player flow and visual cohesion.