SHADE WALKERS · published
Hello everyone, and Happy New Year.
I’ve posted a new progress video on YouTube:
Below is a clear, condensed summary of what’s new.
Player Level (UI WIP)
Player-specific level saving is implemented. The UI display still needs work, but the system itself is functioning. This level is mainly an indicator of how much you’ve played.
6 Base Characters (no duplicates)
There are 6 base characters, and duplicates are not allowed in a match — it’s first come, first served.
Skins
Skins can be swapped freely.
Rulebook Added
A Rulebook has been placed so players can review the rules in more detail by category. The layout/positioning will still be refined, but the foundation is in place.
Dedicated tutorial stage (with BGM)
Controls appear in the top-left and fade after a short time
Progression is guided with dialogue + popups, and the camera focuses on key points
Includes essential learning moments like bandage pickup, flashlight use, and a cinematic sequence
Also includes a “missing item” step to encourage exploration (not just handholding)
The school map has 3 floors. Floors 1 and 2 are mostly complete, and Floor 3 is next.
Most classrooms are now managed with a Blueprint-based classroom system for both production speed and replayability:
Desk/chair layouts can be changed by adjusting simple numeric parameters
A Chaos Level can affect desk rotation, chair offsets, desk visibility, and even curtain openness
These variations are randomized each match, meaning navigation, sightlines, and item searching can change every round
A small courtyard has been added. You can read player movement through windows from the opposite side.
Note: leaving lights on can make you easier to spot, so visibility becomes part of the mind game.
A new corridor route on Floor 2 has been added (some parts are still unfinished).
Lighting is not finalized yet. Atmosphere is critical, so the lighting pass will be done carefully later.
I also verified multiplayer visibility/sync in the newly added areas (including cross-window visibility). Multiplayer correctness is non-negotiable, so this is being checked thoroughly.
A Closed Alpha Test is planned soon. Recruitment will open later, and I’d really appreciate strong feedback from participants.
Going forward, I plan to post progress updates about once a week, focusing on meaningful milestones and player-facing improvements.