Tawa : Lost in Time · public · first seen
The last three weeks have been all about making Tawa: Lost in Time feel more like a real adventure, with clearer goals, stronger storytelling, and a world that reacts more naturally to the player.
We have been expanding the journey of Naya and Tawa, including a new in-between level: a mysterious forest maze designed around Tawa’s smaller size and curiosity. In these moments, Tawa can explore paths that Naya cannot reach, opening the door to new puzzle ideas and companion-focused gameplay.
Phiso, the raven guardian, now has a larger role in the world. He appears near important locations to share lore, warnings, and hints about the glowing paths, the ancient islands, and the dangers ahead. We are also improving how dialogue is displayed so story moments feel more connected to the characters and the environment.
The companion system has received major work. Tawa can now appear in different exploration and combat situations: travelling alongside Naya, resting in an open bag, or hiding safely during danger. We are still polishing this system, but the goal is clear: Tawa should feel like a real companion, not just a follower.
We also redesigned and cleaned up parts of the UI. The pause menu is being reorganized around three simple areas: controls, audio, and graphics. Health, endurance, objectives, interactions, and companion information are being made easier to read while keeping the screen less crowded.
The new Level 1 Bis also introduces several gameplay elements:
A forest maze built specifically for Tawa.
Blue fireflies that guide the player at key moments.
A glowing lake objective and new environmental storytelling.
A camp sequence with a cinematic conversation.
A rest area that leads to the next level after the story sequence.
Food zones that can heal Tawa after eating.
More wildlife, enemies, and exploration details.
We are also continuing to improve the presentation of the game: new stylized creature textures, atmosphere, background music, translated objectives and dialogue, and stronger feedback for combat and player health.
Some systems are still in active development, especially camera collision, creature AI behavior, terrain collision, and the final balance between Naya, Tawa, and enemy creatures. Thank you for following the project while we continue turning this early adventure into a more polished prehistoric world.
More soon — and thank you for supporting Naya and Tawa’s journey.
| Depot | New manifest | Previous manifest |
|---|---|---|
| 3799841 | 4870647916852632986 | 2853924910792948763 |