2025 Devlog #7 – Guest House Expansion, New Enemies & Timed Puzzles

Survivors… we’ve been pushing deeper into the Guest House, and things are starting to take shape in unsettling ways.

This month, we worked on new pixel animations, including a top-down door being violently busted open, something that proved more challenging than expected but adds a lot of impact to the gameplay. We also continued to showcase more scenes from the second act, with a strong focus on expanding and refining the Guest House environments.

On the gameplay side, we introduced new enemies and demonstrated combat using the assault rifle (M4), giving a better sense of how encounters are evolving. We also continued building narrative moments, including a new scene in the first act featuring the botanist, supported by our illustrations to strengthen storytelling.

We began implementing new puzzle mechanics as well, including a timed safe system where players must quickly input the correct combination under pressure. Alongside this, new rooms were added to the Guest House, continuing to enrich both the environment and the story.

The deeper we go, the more the world reveals… and not always in a good way. See you in the next devlog.

If you want to be more up to date on this project follow us on :

Twitter
Facebook
Instagram

2025 Devlog #6 – Story Visuals, Weapons & First Basement Look

Good to see you again survivors let’s jump into this month’s progress.

This month, we focused on strengthening the storytelling by integrating dynamic visual illustrations to complement the pixel art, helping players better understand key moments in the narrative. We also continued debugging and improving the player screen to ensure a smoother gameplay experience.

On the audio side, we shared some of our in-house music, including the safe station theme, while also revealing a new concept illustration of our first creature. We reached another small but meaningful milestone of 400 followers on Twitter/X, and continued expanding our environments with a first look at the Guest House basement.

We also showcased new weapons, including the M4 assault rifle, and revealed more of the prologue’s key moment with Jason’s transformation scene.

That wraps up our progress for June. See you in the next devlog.

If you want to be more up to date on this project follow us on :

Twitter
Facebook
Instagram

2025 Devlog #5 – Guest House Expansion, First Creature & Bug Fixing

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.

If you want to be more up to date on this project follow us on :

Twitter
Facebook
Instagram

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.

If you want to be more up to date on this project follow us on :

Twitter
Facebook
Instagram

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.

If you want to be more up to date on this project follow us on :

Twitter
Facebook
Instagram

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.

If you want to be more up to date on this project follow us on :

Twitter
Facebook
Instagram

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.

If you want to be more up to date on this project follow us on :

Twitter
Facebook
Instagram