
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 #54 – End of Year 2024
Hello dear Survivors!
This devlog wraps up the end of 2024 and highlights the progress made throughout the year. We showcased new environments, including the Security Room, where players will meet new survivors during the second act of the game, and the Cold Room, which was previously just a draft but has now been significantly improved, showing how much our pixel art has evolved over time.



We also shared a before-and-after comparison of the second boss design, showing how the character has progressed toward its final look. Finally, we revealed part of the game map to showcase how large and detailed the world we are building has become.

This concludes our development progress for 2024, and we’ll continue sharing more updates in the new year. See you next year!
Devlog #53 – New Enemy, Level Design Workflow & Lore
Hello dear Survivors!
In this devlog, we introduced a new enemy called the Screamer, showcasing its animation and behavior. We also revealed a new environment: the second floor of the warehouse, continuing the expansion of our game world.
We shared part of our level design workflow, showing how we build environments from start to finish and how we break down each step of the process. As usual, we also showcased some gameplay, including weapon swapping and how players can use these mechanics dynamically during combat.




Additionally, we began sharing more of the game’s lore to add depth to the story and world. This devlog also included some throwback posts and progress highlights. This period brings us close to the end of 2024, with only one more devlog remaining for the year.
Devlog #52 – New NPCs, Environments & Visual Progress
Hello dear Survivors!
In this devlog, we focused on expanding the world and improving our visuals. We worked on new NPC characters for the second act of the game and continued building environments, including the Med bay and the guard post in the courtyard, which started to become more detailed and polished.


Our pixel art quality also continued to improve as we gained more experience and refined our workflow. We also introduced a new illustration created for the save game screen, adding more personality and presentation to the game.

On the community side, we reached another milestone of 400 followers on Twitter/X. We also shared some gameplay and environment previews, including areas in the basement and the bathrooms..
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!

