Hey there survivors, hope you’re all doing well and thanks again for following our development journey.


This month, we continued expanding the Guest House, showcasing new rooms and environments that take advantage of our 3D top-down system. Each room is designed to tell a story about what happened there and how the world reached its current state. We also revealed a new key illustration featuring Jason, one of our colleagues from the prologue, in a dramatic scene where he jumps through a window as he begins to turn, marking an important moment tied to the first monster players encounter.

We also spent time reworking and improving older rooms, while diving into what every indie developer eventually faces: bug fixing. As we tested further into the second act, we realized many things from the first act needed fixing, polishing, and improving to bring the overall game quality to the next level. We also adjusted enemy corpse sizes so they properly match the player scale and feel more realistic in the world.

To end the month, we shared the first sketch of our very first creature reveal, a moment we’re very excited about and can’t wait to fully implement and show in-game.
That wraps up our progress for May. See you in the next devlog.
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