Hello everyone,
I want to share a short and honest update about Obscura: A Sleep Worth Dying For.
Development has been much quieter over the last few months than I originally planned. There were several reasons for that: private responsibilities, a difficult family period, and work on other prototypes and projects. Looking back, I should have communicated earlier that Obscura had temporarily slowed down.
I want to thank everyone who still kept an eye on the game, visited the Steam page, or followed the test version.
The most important news is:
Obscura is back in active development.
My focus is now clearly back on bringing Obscura into a clean, playable, and presentable state. The next step is to carefully review the current test version: what already works well, what needs improvement, and which parts need more polish, better feedback, or clearer guidance for new players.
The goal is not to make the project unnecessarily bigger, but to improve it with focus and finally work on it regularly again.
In the upcoming updates, I want to share more about:
gameplay and control improvements
revisions to levels and individual sections
atmosphere, sound, and visual presentation
the next steps for the demo/test version
Thank you for your patience and your interest in Obscura.
It has been quiet for too long.
Now development continues.
– Steven