- Crystals (part 1) - 11 August 2025
Greetings! Development continues, and it's time to show you the items that affect the gameplay. Today I'm going to introduce you to two crystals: Invisibility and Dash. The images show them in two versions: how they can be found in the world and how they look in the inventory. I will present other crystals later. Crystal of Invisibility A dark sphere that absorbs light around it. When activated, it makes the character invisible, but it has a price: it gradually reduces health. The longer the effect is active, the greater the damage. Dash crystal A source of kinetic energy in a fragile form with thin needles covered with microdust. Upon contact, microparticles of the crystal enter the body, causing a short-term energy impulse. This allows you to quickly change position or overcome obstacles during platforming.
- Bee’s Lands — new update! - 11 June 2025
Hi everyone! It’s been nearly a month — but we haven’t been idle 🐝 The last few weeks have been super productive: we created a bunch of new concepts for upcoming locations and added ambient soundscapes to support the game’s atmosphere. This is build 0.0.7 MVP pre-alpha — another internal step forward for the project. We’ve added the concept for a new zone: Bee’s Lands — one of the most unique areas in the game. We also added ambient audio to a few key places: Sweet Fields, Sweet Field Factory, and Bee’s Farmland. We want every zone to sound, breathe, and have its own mood. The world keeps growing — see you in the next update! — Mark
- Sweet Fields — new release! - 14 May 2025
Hello! A fresh update — small but meaningful. We’ve introduced a concept for a new location: “Sweet Fields”. It's not just a pretty spot — it plays an important role in understanding the world of the game. We’ve also added ambience for “Islands” and “Tavern”, plus some deeper, stranger areas: “Roots”, “Teeth” and “Heart”. Zone loading and world scene transitions have been fixed — no more falling into the void. And we’ve done some asset cleanup to make everything look the way it should. See you in the next release! — Mark
- Sprint Update — World Loading, New Sounds, and Bee’s Farm! - 29 April 2025
Hello everyone! We continue working on the foundations of the game and gradually filling the world with new details. In this sprint, we optimized scene loading, improved the control system, and expanded content for upcoming locations. Previously, we divided the world into smaller scenes, and this week we focused on speeding up their loading as the player moves through them. We also updated the Input System to support a wider range of device configurations and ability setups. Among visual updates — a new concept art for the next location, which we call Bee’s Farm 🐝. On the sound front — we’ve added ambient tracks for several key locations: “Dried Lake”, “Dragon Cave”, “Tower”, and “Path to the Fields”. We also made minor adjustments to the camera behavior to ensure smoother and more stable gameplay. Thank you for staying with us! There’s still a lot of work ahead, but each sprint makes…
- Patch v0.0.4 Pre-Alpha — Smoother Movement, Seamless World - 14 April 2025
Hey everyone! Another two weeks have passed — which means a new sprint and a new internal update: version 0.0.4. This time, we focused on making character movement feel more natural and pleasant: we added Inverse Kinematics so the feet actually touch the ground, and adjusted movement speeds in different states to make everything smoother — whether you're in the air, underwater, or under effects like slow or hypnosis. We're continuing to enrich the world with new content: zone loading has been implemented to make transitions between areas seamless, and we’ve continued working on atmosphere — with the first ambient tracks and new visual concepts. Thanks for following the development. See you again in two weeks! — Mark
- Legs on the Ground! - 12 April 2025
Hey! Quick update — we've been experimenting with Inverse Kinematics (IK) for our spiders, and it's now working! Each leg tries to touch the ground instead of just floating like physics don’t exist. It's still early, but the movement already looks much more natural. A small step for animation, but a big leap for the creatures of the Syncope world. The spiders are learning. Let us know if they're crawling in the right direction.
- First Internal Build – v0.0.3 Pre-Alpha - 3 April 2025
Hi everyone, It’s been a while — we’ve quietly been working on the game over the past months, and today we’re excited to share a milestone: We’ve completed our first internal build – v0.0.3 pre-alpha. This version isn’t public, but it marks the moment things really started to take shape. We’ve now locked in a sprint-based process, shipping builds every 2 weeks, and development finally feels focused and structured. For a long time, I was working solo, pushing the game forward without much process. But as the team began to grow, that approach didn’t scale. Now, with a more organized pipeline, we’re moving faster and more consistently than ever. We’ll be sharing more frequent updates going forward. In the next sprint, alongside ongoing improvements, we’ll start weaving ambient sounds into the environments — a key step toward bringing the world to life. Thanks for reading, Mark
- Which colors are more suitable for this location? - 5 December 2023
- Syncope on Steam Next Fest - 8 October 2023
Hey, guys! We're excited to announce that we will be participating in 'Steam Next Fest,' and our demo will be available from October 9th to October 16th. This will be the Alpha version, in which we aim to showcase the atmosphere of the game, allowing you to experience how it feels and looks. We would greatly appreciate your feedback, as it helps us focus on the necessary improvements. Please, write your thoughts here: [email protected]
- Battle of the Titans - 19 August 2023
Hi, everyone! 🤩 Perhaps you're already aware that we are preparing for the upcoming "Steam Next Fest" event. 🎮😏 We're so excited to share the "hot" moments from our demos with you. ⚡️ By the way, we're curious to know what you think about a such comics-style 🤔.
- Meet the new site! - 7 August 2023
syncopethegame.com
- Syncope Lofi mix - 12 July 2023
I hope you love Lofi - because while we're getting ready for the demo, our sound designer has created an amazing mix for you. Enjoy listening - Syncope Lofi MIx
- Special thanks to Pedro Pascal. - 16 June 2023
- Card minigame - 2 June 2023
Besides the main plot, you will be able to play a mini-game. It's okay, the world won't collapse if you play a couple of card games with an NPC or two. Here's what one of the cards will look like:
- DevLog #1 - 8 May 2023
We are working on the demo day and night day (without any crunches of course). I can't say the date yet, but our development department is doing everything possible to make you feel the vibe of the Syncope world this fall (some call it SyncopA, but it's up to you :-) ), anyway, I hope you'll be excited about it as we were during development. Stay in touch - we will write more often, and in the meantime, look at the details of the Sol House (it's the main character if you're not familiar with it yet). As one classic once said (it was our sound designer): "Details are everything."
- Saul's room - 3 April 2023
- The Saul's home. - 13 January 2023
I'll tell you a secret, it is cozier than the neighbor's house. Just imagine how it will look when the environment becomes alive. Can't wait to show it.
- While light is off - 7 December 2022
While the light is off: While the light is on:
- Just want to share this concept for the cut scene - 16 August 2022
- One beast from Syncope world. - 23 May 2022
This guy has an 'inversed' mechanic of attack. Hope you're already excited to meet him!