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 to that vision took time and iteration. Since then, it’s grown into a core team of three, supported by a circle of fellow developers, friends, and industry professionals who’ve helped shape the experience into something far stronger.
Closed playtests gave clarity on what worked, what needed space, and what didn’t land. We’re genuinely proud of where it ended up — not because it’s perfect, but because it feels like the voice of the game.
From the very beginning, the game was built around a modular system — every mechanic, logic piece, and puzzle was designed to be reusable and flexible.
That meant a ton of upfront work: writing systems, building tools, reworking elements multiple times to keep things clean and decoupled. But now, reaching Chapter I, that effort is paying off.
Levels are coming together through a mostly no-code workflow, allowing more focus on what matters: mood, interaction, pacing, space.
Chapter I is where things start to open up. The structures we’ve built are letting us take more risks — and explore deeper layers of the world (and the minds within it).
It still follows the tone we’ve locked in, but now with more space to stretch and surprise.
We’ve recently added a bunch of new tools and features that are already transforming how we build and refine the game.
Our asset library has expanded significantly — and we’re now using procedural content generation (PCG) systems to speed up level creation without sacrificing detail or coherence.


Two major mechanics have also been added:
We’ve also introduced logic gates into the puzzle systems, including basic conditions and more complex setups like XOR gates, giving us more control over how and when elements activate — and giving players more satisfying “aha!” moments.

Many of the in-game models have also been upgraded, bringing a richer level of visual polish that retroactively enhances earlier parts of the game and deepens overall immersion.


And behind the scenes, Chapter I is progressing fast — with all these pieces helping it come together more efficiently than ever.
Besides, we finally have a website! You can check it here.
Thanks for being here.
– The Dev Team