Hey everyone!
Welcome back for the second THROB devlog!
After reaching the first playable 10-minute version earlier this month, the second half of September focused heavily on expanding and connecting the game’s systems, while also refining its narrative direction and visual feedback.
LEVEL DESIGN & VISUALS
Improved the blood edge glow and post-process rendering;
Polished the lighting in several areas;
Added visual warning pulses to disappearing platforms, synchronized with their beat-based activation cycle.
SYSTEMS & GAMEPLAY
Finished the Blood Bulb pickup and throw system;
Added proper physics and interactions between bulbs and the grinder;
Added breakable bulbs with blood visual effects;
Connected the bulb grinder to the airlock activation system;
Finished the checkpoint and respawn system;
Added a fully interactive airlock radio, including power controls, frequency switching, and a diegetic interface.
NARRATIVE & AUDIO
Reworked and expanded THROB’s overall narrative direction;
Created and updated the game’s World Bible;
Added several new environmental narrative events;
Built the first complete audio version of the upcoming demo trailer.
These two weeks focused on connecting THROB’s systems and strengthening its narrative direction.
The airlock is becoming a more interactive and meaningful part of the experience, while October will focus on new playable content, additional systems, and upcoming playtests.
See you soon for Devlog #3!