
Hey everyone!
We are Starting a new year full spin ahead and well into the production of the game. It is without saying that game designing takes a lot more time then we think so but that doesn’t mean we will quit. We really want to bring this to the world and we are making our best to have it out soon. Thank you so much for your dear patience.
Devlog # 51 – First Boss Progress & Guest House Expansion
Hello dear Survivors!
In this devlog, we highlight major progress made between July and mid-August. The Guest House map is starting to fully take shape as we continue refining and expanding its layout and details.

We also made significant strides on the first boss, including working on its animations and completing the intro sequence leading up to the encounter — a major milestone for the project. Alongside this, we shared comparisons between early concept art and how these elements now appear in-game.

This period also reinforced the reality of indie development, as we faced the challenges and workload that come with building the game at this scale.
Devlog # 50 – Milestones & Mechanics
Hello dear Survivors!
In this devlog, we focused on a mix of new milestones, gameplay mechanics, and environment improvements. We showcased a new mechanic: the quick weapon swap system, which improves gameplay flow and combat responsiveness. On the environment side, we created a new room called the Botanist and continued working on various environments.


We also went back and reworked some older areas that previously received less attention to bring their quality up to the current standard. Finally, we reached a new milestone on social media, with our main company Twitter account hitting 600 followers.

This period, covering June to early July, was a mix of polish, new mechanics, and steady environment development.
Devlog # 49 – Gameplay & New Environments

Hello dear Survivors!
In this devlog, we focused on showcasing more gameplay and some of the new environments we’ve been working on, particularly the Guest House and the outdoor areas. We shared several gameplay screenshots, including encounters with the first monster and a combat scene in the employee foyer.

We also took the opportunity to resurface some older devlogs for newer followers to see our progress, and we celebrated reaching 300 followers on Twitter.
Devlog # 48 – Puzzle & Room Polishing

Hello dear Survivors!
Hope you are doing well as we are getting into making puzzles in the game and also making our way to the first boss. In all great things we realize that it takes time to make a game especially when ya want to make it right. The cover for this post is a great collaboration between our dear friend Fred and our in-house artist Guillaume. It was nice to see them interact with each other to come up with it and I really like the end design.
For the second part of our April month we were going inside already pretty well advanced rooms to polish them and here is an example of one of them before and after shots.

Devlog # 47 – New path tracking Unlock
Dear Survivor of the RedWood Estate,
We were playing around with the current path tracking mechanics and we thought our zombies needed a little help finding the player so here is a new look at their path tracking. Hope you are all doing well!
Furthermore, we are making a lot of progress in the story by adding personality to all the estate rooms. Here you can see in the 2 images that follow a before and after shot of one of our rooms.

Lastly, thanks to the help of our good friend and artist Fred, we are able to create similar lore style illustrations for the game. Here is one example of it.

Devlog # 46 – A touch of personality

Hey all!
We were playing old school resident evil games and realize that our rooms were too much alike to one another. so we decided it was time to add some personalization. For an example, we are showcasing two different design we did for one of our rooms. It is funny how so little detail in the pixel world will change so much to an environment. The one on the left really feels like a warm and inviting room. And the one on the right really suggest a more cold approach to the same room. So to stay in the horror vibe we decided to keep the right one for this room.

It is really amazing to finally make our way to the first boss. Still a lot of work to go about him yet but we are building a nice backstory for him and lore that will collect around the mansion before meeting with him for the first time.
Devlog # 45 – The Ui Lore is up!

Hey all!
Glad to showcase our lore UI that is well off. We can now add them all over the place to make your experience more freaky and creepy. Cheers!

Thanks to our dear friend Fred that was working with us on the intro. We adapted a new style to all the artwork of the game and we are getting more and more comfortable with it.
That is it for this one. Soon we will have more video game-play to share with you. Cheers!
Dev Log # 44 – The outside is getting there

Ouff! Who said making a game was easy?
Found a way this month to make and extract new sprites in the environment and that will be saving us a ton of time in the future. We are also learning to make optimization as we go so that the game runs good for you.
This post we wanted to showcase more lore art made by Fougui. We love seeing all those ideas come to life and we can’t wait to have you explore our world.

We leave you with another grim scene and what looks like an intro to another enemy ?

Always in strong spirit. We will see you all soon … In the next one of course.
Dev Log # 43 – We found a body outside!
Hi!
We are so happy to show a scene in the making with the look and the feel we want to bring when playing the game. Also if you know well the Resident evil universe. What we have here is a cameo… We leave it to you to discover who :).
Moving on, we introduce our lore system for you to deep dive into the story. A welcome note that you will find in our Manor.

And to finish we have a new start for our final illustration for our game intro.

Plenty of work still in the User interface and we are also cooking great little puzzles for you. We’ll catch you in the next one. Cheers!

