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SHADE WALKERSNewsDev Update: Tutorial Nearly Complete + Dynamic Classroom Layouts
In-game event

Dev Update: Tutorial Nearly Complete + Dynamic Classroom Layouts

SHADE WALKERS · published 13 Jan 2026, 06:16 UTC

All newsPlayers around this dateRead on Steam

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.


Lobby Updates: Level / Characters / Rulebook

  • 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.


Tutorial (Nearly Complete)

  • 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)


Map Progress + Blueprint Classrooms (Changes Every Match)

  • 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


New Areas / Routes

  • 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.


Multiplayer Sync Check

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.


Next Goal

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.

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