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VESSEL›Events›VESSEL Development Update #2
Community

VESSEL Development Update #2

VESSEL · published 17 days ago

All eventsPlayers around this dateRead on Steam

Hello everyone, once again I have another update for you. this week has been pretty eventful and I've got a lot done for the game. a demo looks more possible at this rate! and I'll keep hammering at the game to make it possible! let's get into this weeks updates.

IMPROVED UI

DEATH SCREEN:

I have implemented a basic death screen this week, why wasn't this here months ago? gameplay was more important better late than never and I'll be improving it more and polishing it up before release.

TITLE SCREEN:

This week i have finally implemented the game's title screen, super basic but gets the job done for testing. It'll look 10x better soon! plus pretty impressive, all the games UI is written in C#. so it can be adjusted, configured and stylized with ease.

ENTITY STATES:

Each entity has different states of mind and can either be passive or aggressive. passive doesn't mean friendly it could be dull and slow while aggressive could mean fast and results in a swift death for the player. so watch your surroundings and learn the entities behaviors it could save your run. this entity shown in the below picture is in it's "Enraged" state and is therefore extremely aggressive and will show it's hostility if you get too close.

BUG FIXES:

Several game-breaking bugs have been patched, and I'm still working out the rest so be patient! and I'm working as a solo developer for this project, it's a passion project and I'll let you know first when I have a release date or a demo release date!

GAME FEEL:

This week I have polished the game's feel a lot, fixing stiff animations, better sound design, better indicators and sound cues for events, blur, heavy pixelization on exhaustion, slower walk speed on exhaustion and other QoL changes, several post-processing changes and performance improvements.

still a lot to do!

WHAT'S NEXT?

For the next week I'm going to be focusing on gameplay and performance and other small game feel things throughout the week and less work on new features, polishing up the current things will make the game work and feel good, without bloating the game with feature after feature, I want to get the game's demo build finished by Mid-september and ready for Next fest by then. so I have a lot to do. and I hope to make an enjoyable experience for everyone. and I hope you enjoy what I have created. See you next week!

Have a good day/night out there and see you soon!

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Community7 Sep 2026VESSEL Development Update #4Hello, everyone welcome to another VESSEL update just like last week this one is on the smaller side as it's just been polish and I don't think anyone wants to see that to be honest. Let's show some small changes this week. QoL CHANGES: The main menu has received some QoL changes and a bit of polishing. Buttons are now interactable. THE MAZE HAS GONE MAD: The enraged state is being worked on so…Community30 Aug 2026VESSEL Development Update #3Hello, everyone welcome back to another VESSEL development update this one is smaller this week, while I work on the game in the background and don't have much to show without spoiling the games content. next week I'm locking in development for the demo, the demo will be as polished as i can make it, demos do not represent the final game and may change without notice. so expect changes and bug…Community16 Aug 2026VESSEL Development Update #1Hello, everyone today I'd like to post an update on VESSEL's development. VESSEL is getting closer every day to a polished finished Demo Build . the game is still in active development and is worked on continuously. I have fixed many bugs this week and have worked on several new mechanics that will enhance your experience playing the game/demo I value performance heavily so this game will be op…