This will be the first of many, many community updates where I'll take you through some behind-the-scenes during development and the cool things I'll be doing in the real world.
I always love hearing people's thoughts, both positive and negative. Let me know what you'd love to see, and I can see just how doable it might be. But I will note that a few narrative elements are strictly set in stone 🐻🐺
So, to kick things off for Community Update #1, here are some cool things going on:
In October, I'll be heading to MIGW 2026 to debut Silver Lake National Park's demo.
If you're attending, swing by, say hi and try the demo at:
Games For Change Asia Pacific (ACMI) | Thursday, Oct 8
PAX Aus (MCEC) | Friday–Sunday, Oct 9–11
So, for those who wishlisted the moment I launched the Steam page: no, you are not going crazy; yes, the visuals did change drastically.
These initial images I shared on Steam were from the original camera and movement set-up. I was looking at trying out that typical third-person view. But when I was troubleshooting an issue with the camera, I accidentally stumbled upon a camera view that... didn't look terrible. I liked it. I liked it so much I shared it with another person to see if it was me or not. They liked it. So I took to Instagram to ask others there. Yep. It was a unanimous yes. Thus, the new camera and movement set-up was born and locked in.
This, however, meant that I then needed to redo the level layout. Which, to be honest, was fun, and ended up being more like the layout in The Last Werewolf (the prelude). So, yay. It was meant to be :)
Now, some of you may be thinking, 'Can you really know what your game is if you don't know the camera type?' While yes, the camera view changed the aesthetic vibe dramatically, everything else is the same. Planned mechanics, story, characters, loops, etc. It's just that now it fits things better.
Also, some amazing capsule art updates are coming!!