- Devlog 29 - 12 June 2026
# ------ Announcements ## Sprint 2nd sprint, of the 4th cycle. Chapter 01/Pass 03. Play-tests are always welcome open. If you want to help me with your feedback, please contact me :) Enjoy. **Explanation and showcase** https://www.youtube.com/watch?v=9tyTXHmzzDo # ------ Game ## General NEW: Improve: * Using camera rotation smoothing. * Reorganized feature manager and ghosts. Known issues: ## Settings NEW: Improve: * Added comfirmatino before deleting savegame. * Improve video settings' quality's layout. ## Art NEW: * Added elephant. Improve: * Quite some work improving ui buttons. including message box. * Improvements on templatizing UI sliders. ## Chapters All: * Kept fixing books on shelves. CH00: CH01: * New cabinet * Added elephant, toy, hanger CH02: CH03: CH04: # ------- Subsystems and plugins ## All > Public repos for the plugins are updated on a later date, according to availabi…
- Devlog 28 - 27 November 2025
# ------ Announcements ## Sprint 1st sprint, of the 4th cycle. Chapter 00/Pass 03. New cycle! Play-tests are always welcome open. If you want to help me with your feedback, please contact me :) Note: I've messed the version numbers from 0.5.1 onwards. They should roughly indicate something like "XXX.Cycle.Chapter.Build" but somehow i messed it up. Also XXX is not very indicative, at the moment i've decided to increase to 1. 1... usually is considered a finished product, but not for me, i want to use it as a "milestone". At first i considered using the year. But it has been about 2 or 3 years, and it's hard to line up with chapters' end times. I thought about using the Cycle as major, but i feel there should be another metric in between. In terms of cycle it would be at version 4.0 which seems odd. So i'll use the major as a sort of "milestone". After 3 full cycles, and almost 3 years, i…
- Devlog 27 - 22 October 2025
# ------ Announcements ## Sprint 5th sprint, of the 3rd cycle. Chapter 04/Pass 02. (The last chapter). All chapters are at the same pass, Next sprint is a new cycle! Play-tests are always welcome open. If you want to help me with your feedback, please contact me :) **Explanation and showcase** # ------ Game## General NEW * Added app icon to windows. * Added basic haptics (force feedback) to interactions. Can be toggled in the settings. Improve: * This build contains LOTS of refactor and improvements. * * More soft object pointer usage. * * Refactor and cleaned the book class. * General cleanups, optimizations, small fixes, and documentation everywhere. * * Optimized Nanite's "Pixel programmable distance". * * Enabled GarbageCollector's actor and asset clusters. * * PSO cache and precache. * * More stringent cooking to reduce package size. * Updated to Sentry 1.1.1. * Fixed issue with sh…
- Devlog 26 - 7 September 2025
# ------ Announcements ## Sprint 4rd sprint, of the 3rd cycle. Chapter 03/Pass 02. Less challenging than previous sprint, still quite difficult. Play-tests are always welcome open. If you want to help me with your feedback, please contact me :) **Explanation and showcase** # ------ Game ## General This build contains HUGE amounts of refactoring. NEW Improve: * General cleanups, optimizations, small fixes, and documentation everywhere. * * Added `AdaptiveAddToWorld`. Also "Skip generate overlaps" on stream. Reduces hitches on load. * * Shadows on floors. * Moved a ton of things from hard ref to soft references. Known issues: * Screen might flash when loading the next chapter. It's a UE thing. ## Settings NEW: * Added option to set the default RHI. Experimental. Requires a restart. If it breaks, delete your config files (but not your savefiles). Improve: * Moved a ton of code to cpp. ## A…
- Devlog 25 - 23 July 2025
# ------ Announcements ## Sprint 3rd sprint, of the 3rd cycle. Chapter 02/Pass 02. This sprint was even more challenging. My aim was to do more on narrative, and i did manage to do some. I also made a ton of refactors, which were difficult, but also important. I haven't detailed the refactors and fixes so i've done more than what's shown here. Play-tests are always welcome open. If you want to help me with your feedback, please contact me :) **Explanation and showcase** # ------ Game ## General This build contains big amounts of refactor. NEW * Moved to unreal engine 5.6.0. Improve: * Game save time is now on UTC (warning). * Patched Sentry being called in a background thread. * Regular optimizations, cleanups, and so on. * A good amount of refactoring and moving stuff. * * Moved chapter loading to `LStoryMan` (not in the build, but scheduled for the next one). * * Moved menu to `LFeats…
- Devlog 24 - 26 May 2025
# ------ Announcements ## Sprint 2nd sprint, of the 3rd cycle. Chapter 01/Pass 02. This sprint was challenging too. My aim was to do more on narrative, and i did manage to do some. I also made a ton of refactors, which were difficult, but also important. ## Moving to Steam Huge news. Time and effort are extremely critical aspect for me (not by choice). In order to optimize my time, and make the most of it: I've decided to move fully to steam. For that i've just *released my game on steam*. So: * You can now buy it on steam (please don't buy it on itch.io unless this is the only place you can get it). * I'm not going to update itch.io anymore (though i truly love it). * Also, i've opened the community on steam, and closed the one on itch.io. The game is not finished yet, it's on early access. I've made a mistake setting up the game, and now steam won't allow me to set it as EA. I know th…
- Devlog 23 - 16 April 2025
# ------ Announcements This sprint i've focused again on a chapter. Like usual. This is the 1st sprint after the first alpha. The previous cycle was composed of 2 passes on each chapter. So it could be considered 2 horizontal slices (and 2 cycles in one). That was a super important milestone, because it meant the game was playable on all chapters in its minimum expression. This is the 1st sprint of the 3rd cycle. The third horizontal slice. My plan for this and the next sprints in this cycle is to focus on improving the quality of the content, without adding much more content, and avoiding moving more features, while also improving the narrative and dialogs. So, ideally, it will be more focused on narrative design, than technical features. Still i tend to work on new features and technical stuff, because i love it. Play-tests are still open. If you want to help me with your feedback, pl…
- Devlog 22 - 16 March 2025
> This is the time between time. This sprint i focused on polish while i was doing other stuff, like waiting for feedback, and other real life things that required my attention. I tried to work a bit on marketing, narrative, and design, but without much progress (though trying is as success, and i did a lot of research). I still wanted to keep progressing with the game, and programming makes me happy, so i did some polish while things settled and i was a bit more in a place to continue with the regular sprints. So the new sprint (the one after this devlog) is the start of the 3rd cycle! Yay! Super amazing. So i hope you get excited about this devlog and the upcoming progress :) As always thanks SO SO much for your help and support
- Devlog 21 - 15 February 2025
> This is the time between time. This sprint was done while i was preparing other things. I've been organizing a couple of playtests, and gathering feedback. I'm also preparing to tackle the next cycle of the game (a whole horizontal slice that could last another year and a half). So i'd like to have a good idea of where to go. # ------ Sprint log: **Explanation and demo** # ------ Announcement/Important ## Playtest I'm looking for people who would like to playtest the game and give me feedback. This is truly important for me at this point, and your feedback will shape what the game will become. Please contact me if you're willing and able. ## PLUGINS! I've decided to publish my plugins already. They are free and open source. The links are below, under the title of each one. I haven't put time on the documentation (since i had other things to do), but the code it's well documented and e…
- Devlog 20 - 8 January 2025
> This is the 2nd pass of the chapter 04. This is a HUGE milestone. Now all chapters contains 2 passes. This can be considered a release point. The Alpha version. It contains some new content, and also quite a few improvements all around, and a TON of fixes. This sprint was still very challenging, but i've managed to keep progressing. I'm actually quite happy with the amount of work that i've managed to achieve. Thanks so much for everyone following the project and supporting me in one way or another! My humble appreciation for you :) So i really hope you enjoy this ! If you want to help me test it, please contact me. # ------ Sprint log: **Explanation and demo** # ------ Game > Important note: If the game has problems, make sure to delete old config files. ### General NEW: * Moved to 5.5!!!!! * Added FBUtility editor widget to speed up tests.. * Added MegaLights support. Tweaks: * Impr…
- Devlog 19 - 22 November 2024
> This is the 2nd pass of the chapter 03. It does not contain a lot of new content, but it does contain a good amount. Also, it contains a lot of improvement all around, including stability and performance. This was the 1st sprint after my forced pause, it was very challenging, but i've managed to keep progressing. So, here it is. Enjoy! # ------ Sprint log: **Explanation and demo** # ------ Game > Important note: If the game has problems, make sure to delete old config files. ### General New: Tweaks: * Improved the docs all over the place. * Constness, TObjectPtr, Branch prediction hints (Un/Likely), cleanups. * Improved initialization and load flow. * Tweaked the interaction distance. Fixes: * Fixed the music not loading correctly. * Fixed Ghost pool being active during intro. * Fixed a few collisions (cabinet, wardrobe, shelf). * Fixed some foxification initialization. * no パラメーター ad…
- Devlog 18 - 18 October 2024
> This is some work after 0.4.0 . Life got busy and stuff happened. And it made sense to publish a new DevLog with the bits and pieces i've collected. Before starting the new sprint. There were tons of things going on outside this project. Which made it really hard to make progress (if any progress at all). Anyway, i tried my best, and decided to at least push to keep momentum. That proved to be hard and even impossible at times. But i've managed to do a bunch of .... stuff, which led to a lot of interesting improvements and additions. So, i'm making this devlog to start the build with from a more stable point. And also because a lot of time has passed and i feel it'd be nice if i give an update. The build published won't have any new content, but it will have all these improvements. ------ Sprint log: **Explanation and demo** ------ Game > Important note: :) ### General * New: * * PORT…
- Devlog 17 - 27 May 2024
New build is available! New chapter is available! > This is the 1st pass of the 5th chapter (#04). It's quite stub. Sprint log: **Explanation and demo** ------ Game > This was a very challenging sprint for external and internal reasons. Since this is the "last" chapter of the story, i decided to do many things differently. That includes changing the scheduling method. So it took way more than usual, but i think it was worth it. So everything is quite barebones and possibly confusing. Enjoy! > Important note: The button for erasing a save slot does not ask for confirmation! (That's on TO-DO) > Important note: Compared to version 0.4.0.4, version 0.4.0.8 has less testing and a couple considerable changes, so it's deemed more likely to have issues. Yet 0.4.0.8 fixes a couple really important features, and adds some interesting features. So i highly recommend trying 0.4.0.8. But if you were…
- Devlog 16 - 2 March 2024
New build is available! New chapter is available! > This is the 1st pass of the 4rd chapter (#03). It's quite stub. Sprint log: **Explanation and demo** ------ Game > This was a challenging sprint for external reasons. So i got less than the previous sprint. Also most of the work was in improving, refactoring, cleaning, and some for the next chapter. So this chap is a bit more bare-bones than i'd have liked. But in truth i always like more. General * New: * * Save game is working! (This was a lot of work.) (Please note each release will probably break previous savegames) * * A lot of preemptive work for next chapter. Not visible yet, sorry. * * Added custom StoryManager. * Settings: * * Basic key remapping. (Note this sucks atm so use carefully). * Optimization: * * Re exported some optimized assets. * * Attempt at disabling WPO on meshes. * * Optimized data layers for objects "Outside"…
- Devlog 15 - 23 January 2024
New build is available! > This is the 2nd pass of the 3rd chapter (#02). It's a bit stub. Explanation and demo ------- Game General * New: * * New feature toggles (environ, music, noises, global illumination, strobes). * * Change features during gameplay. * * Added a bunch of Light base classes. With some useful features (like animation, strobe flag, intensity). * * Base puzzle class with a bunch of util features (story management, rewards, dialogs). * Optimization: * * Re-exported (optimized) some assets. * * Some managers are AInfo now. * * Reorganization of assets and code. * Settings * * Added custom checkbox class for features. * * Improved widgets initialization. * * Implemented re-load and apply. Also for sounds. * * Improved menu organization. * Fixed cam-shake, quality settings, strobe/animation/flashback flicker, feats reloading on settings, settings resolution scale bar, stre…
- Devlog 14 - 27 December 2023
New build is available! New chapter available! This is the 1st pass of the 3rd chapter (#02). It's a bit stub. Sprint log: Explanation and demo Game General * New: Started using the .ini config files more heavily. New LifeDev.ini file. * New: Started working on the save-game. Basic structure and methods in place. * New: Started working a bit on custom control mapping. * Started working on reducing the visual stress for people that needs/wants it. * * Disabled Lumen by default. Mostly since it did not made a lot of sense, secondly to improve performance. (It can be enabled with the .ini config files). * * Removed depth of field post process effect. * Performance pass * * cleanup on things loaded * * significance plugin working! Added to a bunch of objects in the scene. * _Lots_ of bug fixes, cleanups, and improvements all around. * * Removed unused assets, variables, and code. * * Update…
- Devlog 13 - 23 November 2023
New build is available! There were a few factors that resulted in having less content than i expected (i.e. it's pretty stub). But there's a ton of under-the-hood work :). Still this is the 2nd pass, so the focus was on adding content rather than features. Sprint log: Explanation and demo General * New!: Upgraded to 5.3.2 on windows and similarly latest on Linux * New!: Added joystick support * * Note: i had an issue with my joystick so that the camera control sucks at the moment * New: Added new shader effects (not in use yet) * * OKLab conversions and Lerps. Gooch filter. Edge detection. And utilities (Lerps, Average, Kernels, etc) * New: Added test data layer to separate test functionality from actual game * New: Added starting chapter feature. Helps on development and will be used for save games * New: More animation curves (noise ramp, incubic) * Performance pass * * Removed unnece…
- Devlog 12 - 16 October 2023
*New build is available!* *New chapter available!* > Note, there were a few factors that resulted in having less content than i expected (i.e. it's pretty stub). But there's a ton of under-the-hood work :) And the next sprint will be the 2nd pass for this same chapter. Sprint log: Explanation and demo General * update to 5.3 !! * * performance optimization around shadows and global illumination * new: implemented dynamic loading using data layers * * bug fixes and improvements all around * * performance pass * * improved input handling * improved settings menu and quality settings. * * new: added new quality categories. * * new: added basic input hints * * added a couple of shaders * new: moved to newer goxel/vengi with optimized meshes and improved colors (not many new assets though) Flashbacks * improvements. * new: Max/Min. handle of changes * hooked to the noises Dialogs * improved…
- Devlog 11 - 28 August 2023
New devlog! A month passed since the 1st release, i've re-scheduled the scope and all. I've made a lots of changes and a new build is ready. The goal of this "sprint" was to do a 2nd pass of the Chapter 01 (Whatever works). Mainly focused on quality rather than adding more content or systems. I did managed to implement a couple new systems including the dynamic music and flashback system. The next sprint (to begin in one week's time) has the goal to rework the Chapter 00 (Intention), which is a stub atm. (And also ue 5.3) Here's the video version: https://www.youtube.com/watch?v=e_g2lzSWzzU Thanks for playing and please send me your feedback 🙏 Notes: * In case you're interested there's a changelog.txt along the game files, with all the commits. * There's a known issue that happens randomly, where the music stays muted when starting the chapter 01. Which is what i wanted to showcase, so…
- Devlog 10 - 15 July 2023
LifeDev 10th week's DevLog * Completed the chapter ending sequence. * Lots of improvements. * Packaging working well and getting ready to share a build ** maybe on itch.io itchio * Steam page! (wishlist 🙏) steam