Hey everyone!
October was a packed month for us on Heidiās Legacy, and weāre excited to share everything weāve been working on behind the scenes. This update touches UI, gameplay, worldbuilding, and core systems. Lots of invisible but important progress!
One of the biggest features we tackled this month is something we internally call the Quest Wheel.
Itās a clean, simple interface that gathers all quests from all NPCs in one place, making it easier to track your progress.
From there, you can choose to āwatchā a quest: this pins a small blue ribbon to the top-right corner of your HUD, helping you remember the task without overwhelming the screen.
It may look like a modest little interface⦠but behind it lies a huge amount of work: quest structuring, tracking logic, UI integration, and making everything react to players choices.
We're really proud of how it turned out!
Big news for goat lovers: Peter can now shepherd your goats for you!
If you craft him a sweet treat like Birgit's berry cake and drop it in his new little basket, he will happily take over the morning goat herding duties.
Youāll find him sitting on his small wooden stool, watching the herd with his usual laid-back charm.
Weāve added a peaceful-looking bench that does more than offer a nice place to sit: it gives you control over the flow of time!
By interacting with it, you can now skip ahead to the next time segment (e.g., morning ā afternoon).
This is especially handy since certain activities, like using Birgitās stove, only happen at specific times of day.
No more waiting around, the pace is truly in your hands.
This month we also implemented a robust save system!
The game now features:
4 independent save slots
Auto-saving every time time passes (morning ā afternoon ā evening)
The ability to save manually in any other slot
This means you can keep a ābookmarkā before important narrative choices. It makes it easier to experiment with different paths or outcomes in the story.
On the worldbuilding side, we worked on the southern section of the village.
We refined the terrain in Blender, adjusting elevation, paths, and overall composition to better match the storyās progression.
We also added a new WIP house: this will become the home of a brand-new NPC arriving in Act 3 (weāll introduce them properly when the time comes!)
Itās still early, but the village is really starting to come together piece by piece.
Last but not least, we showcased the game for 4 days at Paris Games Week!Ā
Hundreds of players got to try the demo, share feedback and chat with us about cozy games, goats and Alpine life. It was our first time showing this demo in France (our home country!) and the reception was incredibly warm, a lot of players played all until the end š
Thanks to everyone who stopped by our booth!
Thatās it for October! Thank you so much for following our journey, your support keeps us going every month. š
If you havenāt already, donāt forget to follow the game on Steam to get notified when new devlogs drop.
See you in November!
With love,
Bloo & Meli