Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
100 LivesNewsDevlog #8: Crafting Endings That Make You Start Over
Community

Devlog #8: Crafting Endings That Make You Start Over

100 Lives · published 19 Nov 2025, 13:23 UTC

All newsPlayers around this dateRead on Steam

This week, we spoke with Oscar G.P., the Narrative Director of 100 Lives, about what it takes to create meaningful conclusions in a game that’s designed to be played again and again.

Oscar’s focus has been on building the narrative structure that supports each life from beginning to end, prototyping scenes that wrap up your story in ways that feel earned, surprising, and emotionally satisfying. His work also touches nearly every part of the production process, ensuring the writing, pacing, and presentation of each moment aligns with the game’s core vision.

What did you work on last week, and what’s next?

Last week, I mainly worked on content production. In particular, I focused on creating run-end content. Our game, which shares aspects with roguelites, requires content to end each run, so the player is compelled to start over. So, I prototyped a few possible end scenes with different variations. Based on testers' reactions, we’ll determine the breadth and scope of this type of content and how to improve it.

What’s a new feature, mechanic, or piece of content you're excited about?

The goal for this milestone is to have a complete, playable life. I’m excited to see how that feels.

What’s been the most interesting design or technical challenge recently?

We’ve been adding camera movement and character poses to our cut-scene engine. I’m looking forward to seeing how that enhances the experience.

Is there anything players might miss if they don’t look closely?

Yes! But that’s by design. If I spoiled it, I would also be spoiling the fun.

How is your work helping bring the “100 Lives” concept to life?

I’m the narrative director in this project. In the production phase, most of my efforts are in the production of narrative content in a content-heavy game. On top of that, I’m to supervise the quality of the narrative, from the writing to the integration of elements from other departments. I work side-by-side with different teams, mostly with game design and art, and especially with the quest designer.

Oscar’s work is what gives 100 Lives its emotional weight and its momentum. By creating memorable conclusions and working closely with design and art to integrate narrative across the entire game, he’s helping ensure that every run, no matter how short or strange, leaves a lasting impression.

We’ll be back with more devlogs soon. In the meantime, you can wishlist 100 Lives on Steam, and keep an eye out for those quiet narrative details, you might not spot them right away, but they’re worth finding.

More from 100 Lives

Other announcements

All news
Community17 Apr 2026An Update to 100 LivesHey everyone, First of all, thank you! Seeing the wishlist number grow and the excitement building around 100 Lives genuinely means the world to our small team. We've been heads-down in development, and we wanted to pop up for air and give you a little update on where things stand. So, what have we been up to? A lot. We've been refining core systems, squashing bugs, polishing scenarios, and gen…Community26 Nov 2025Devlog #9: Designing the Decisions That Shape Your StoryIn this devlog, we sat down with Florian S., the Lead Game Designer on 100 Lives . Florian works across multiple areas of the game, balancing big-picture planning with hands-on design of core systems, story events, and player choices. From building out our turn-based interaction system to developing the new scenario feature, Florian is focused on creating gameplay that’s both strategic and acce…Community12 Nov 2025Devlog #7: Painting the World of Kingstown, One Detail at a TimeIn this devlog, we’re hearing from Canan A., whose work this week is focused on giving Kingstown its unique visual identity. From learning the art of hand-painted textures to implementing environmental storytelling elements, Canan’s contributions help ensure the world doesn’t just look good, it feels alive, layered, and full of surprises. She’s been helping guide the shift from placeholder bloc…