2025 Devlog #4 – The Pillars of Our World

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

This month, we introduced a new way of presenting the game by creating four development capsules that represent the core pillars of our game: ambience and sound effects, combat and mechanics, UI and puzzles, and environments that evolve with the story progression. These four elements represent the foundation of the world we are building and the core experience we want players to live.

We also completed the character screen illustration and started working on a new illustration showing the game’s intro, featuring a mysterious figure in the shadow. Seeing these illustrations come to life really helps bring our world, story, and atmosphere together, and gives a strong visual identity to the project.

That wraps up our progress for April. Thanks for following the development, and we’ll see you in the next devlog.

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2025 Devlog #3 – March Update

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

This month, we revealed a new story scene showing that a key character from the first act is now dead, marking an important moment in the game’s narrative. Our illustrator, Frédéric, also began working on new illustrations, starting with a powerful character scream illustration that we’ll be using to add more storytelling and atmosphere to the game.

We also shared parts of our intro sequence, including music made in-house, to show how the opening of the game is coming together. We also appeared on a Twitch for the first time! Unfortunately, there was some technical issue on the streamer end and we lost the video… It’s was still a great experience.

March was a very busy month with progress on story, art, music, and community exposure.

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2025 Devlog #2 – Story, Quests & New Illustrations

Hello dear Survivors!

This month focused more on story development and quest design, as we worked on structuring the second act where many characters, timelines, and events begin to intertwine. A lot of time was spent writing, organizing quests, and revising the game’s music to better match the atmosphere.

We also had some great news: we were finally able to bring back our illustrator, Frédéric Bertrand-Hudon, who created the illustrations for our intro. We plan to include more illustrations throughout the game to add personality, immersion, and stronger storytelling alongside the pixel art.

This month was more focused on narrative, world-building, and the artistic direction of the game rather than showcasing new environments.

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2025 Devlog #1 – New Year, New Environments & Med Bay

Hello dear Survivors!


2025 Devlog #1 – New Year, New Environments & Med Bay
We started the year by giving the team some well-deserved time off to spend with family and recharge before another year of development. Once back to work, we kicked off the year with a new Med Bay scene featuring more gore and environmental storytelling, including a mysterious corpse that raises questions about what happened there.

We also continued expanding the second act, particularly the Guest House, showcasing several new rooms and environments currently in development.

Finally, we highlighted one of our game’s unique features: although the game is a top-down horror experience inspired by Resident Evil and Darkwood, we use 3D to show different floors simultaneously, adding depth and immersion to the environments.

Cheers and see you in the next one dear survivors.

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