- Small Update - 8 June 2026
General • updated all laser-beam-wheels to the new octopus-orb type for more of a flowing organic look and feel • weapons now persist across levels, and so are kept permanently (except after a time-loop reset) Sokobans • fixed a few small bugs and glitches with animation behaviours so that both the avatar and the sokoban objects visually respond with more consistency
- Small Update - 2 June 2026
Removed both the hidden-switch that required the Eye and the look-ring, and replaced with a sokoban puzzle to open the door to the Hand. This also means that from the start of the game, and after a timeloop-reset, you're now able to get the feet OR hands first - you're no longer locked into the linear sequence of feet-eyes-hands. Also added the first pile-of-bones helper. I'll be gradually adding these throughout the game to give help to players who're feeling lost, as well as tying in the story better.
- Small Update - 1 June 2026
• highlighted the airstream in the overworld, since many players got stuck right at the start trying to find it • fixed an issue with the cursor not displaying
- Small Update - 29 May 2026
Stone Heads • stone heads in 1st person areas can now teleport around. Very basic for now, but will increase sophistication of this behaviour in later levels Timeloop Journal • tidied up a bunch of code for how journal entries are saved, and made the format that they appear in the journal more readable. For anyone with an existing save though, this means that most entries will double up (eg if you collect the feet again, you'll have two slightly different entries that say where to find them). But if you start a new game they'll be listed properly. Sorry about that! Hazards of early access
- Small Update - 25 May 2026
Juicing • new skybox shader with morphing sky (it's a little extreme at present. Will refine it more as I go) • added lens distortion spring effects when items collected, player takes damage, etc. • added screen shake when attacking enemies in minigames Platforming Minigame Gameplay • reduced player gravity so you don't fall so fast, and reduced jump-strength accordingly • added a new technique "throw dagger downward for mini-jump" • dashing now allows you to dash through enemies and hazards without taking damage
- Small Update - 13 May 2026
• expanded FOV in first person • some minor UI polishes • all objectives now show current progress (eg 1/3 things done)
- Small Update - 14 January 2026
Boss Fight • added in a boss fight at the end of level 1 (Turning Away). Overworld • the large gate now shows the amount of bosses defeated or eggs needed to enter this gate, and you can manually alter this balance - for example if you prefer combat to puzzles you can set it to 10 bosses to defeat and 0 eggs to collect, etc. Note this gate can't be entered yet but this just defines the structure moving forward. General • general visual tweaks and refinements. • added new music for each gameplay type - puzzles, 2.5D platforming, and bossfights each have their own distinct pieces of music now.
- Small Patch - 7 January 2026
General • General UI update and tidying of esc menu Sokobans • fixed visual fracturing issue where crumble block fractures were inconsistently positioned or sometimes didn't show at all • fixed a few more instances of fall animations not playing after undo etc • fixed issue where avatar moves and undos would continue to loop/get-stored even if nothing moved/changed in that step (eg now continually pushing up against a wall wont continue to store undo steps) • Added pause icon to time loop UI while in sokobans (time loop is always paused during sokoban puzzles) • General visual update to some sokoban objects to better distinguish interactive from non-interactive types
- Small Patch - 5 January 2026
Fixed bug with timeloop not initializing properly if player had a previous early-access saved game
- Small Patch / Update - 5 January 2026
1st Person Gameplay • Added UI to show current available weapons (sword, bomb, etc). • Changed sword attacks to animation-driven. This makes them a more challenging but rewarding timing-based attack (I updated this a few weeks back actually, but I think I forgot to add it to the patch notes). • Made the speed-lines effect more subtle when in dark levels. • Made the laser-beam statue heads move so they're a more interesting enemy. Platforming Minigames • Added two more platforming minigames in level1 (Turning Away). As with the first, these are probably a little too difficult at present - we'll adjust that as we go. • Added gamepad right-stick to look around in platforming minigames. Since it's not essential to gameplay I haven't included a mouse/keyboard equivalent - feel free to let me know if that's something you might like. Sokobans • tightened up environments a little more. • fixed…
- Small Update - 22 December 2025
• setup animated player-character in sokobans • changed grid setup of all sokobans to eliminate the small gaps between cells in order to reduce visual noise • general visual polish of sokobans • fixed an issue with the secret chest in the overworld where it wasn't displaying the egg keys • added screen-space speed lines and wind sounds when falling / gliding / grappling • fixed an inconsistent gravity-rotation issue that was especially noticeable in the cosmic level, where some rotations didn't quite complete and so "snapped" abruptly into their final position
- Small Patch - 18 December 2025
2D Platforming Minigame • added tutorial UI to teach how to attack • you can now hit enemy projectiles back at them • fixed a few bugs around dying / resetting the minigame • added an alternate right-hand dash button for QWERTY controls
- Small Update: introducing 2D platforming! - 17 December 2025
Strange way to introduce this part of the game but 2D platforming is now in - except, for complicated reasons, it's just one small level for now. More is coming very soon! But for now if you're curious to see it, you can go into the first 1st person level (Turning Away) and one of the collectible stars has been replaced with a 2D platforming minigame. Moving forward, every star in the game will be replaced with one of these levels!
- Small Update - 20 October 2025
Hey folks, just a small update with some general fixes and visual tweaks. A bigger gameplay update is coming soon that will include sidescrolling platformer gameplay minigames as a major part of the game! Updates: • Removed a lot of transparent objects, materials and shaders, to improve graphical performance. Gave some of these new materials night-time variations to better suit cosmic levels • Fixed bug where some objects couldn’t find avatar’s rigid body during a gravity-rotation • Starburst-objectives window can now be optionally exited with back button • Tightened up the general status UI (eg "You recovered your feet" etc) for a cleaner look, and fixed some issues of text overflowing beyond the window • Shaders now preload to prevent stutters during gameplay • Fixed bug where standing on certain ground-bricks in the overworld could prevent you from jumping
- Small Patch - 14 October 2025
Unity version updated with Unity's security patch
- The Pelican Empyrean Demo Has Launched! - 3 October 2025
Hey folks, The Pelican Empyrean demo has just launched for the upcoming Steam Next Fest!It's a roguelike cooking card game where food and magic combine into a fantastical adventure.We're excited to share this with everyone! This game has come from a very genuine place of struggling to find meaningful connection with family, and through that struggle discovering the simple yet magical joy of cooking together and sharing food.Food is perhaps the easiest way for different people, cultures and perspectives to begin to understand each other. I hope some of that dialectic synergy comes through for you when playing the game!Cheers!ALGet the demo and wishlist here
- After Light Fades in DevGAMM Awards! - 8 September 2025
Hi everyone,We've nominated After Light Fades for the DevGAMM awards and we'd love your support! You can vote for it here, and we've love your shares to help spread the word ❤️https://devgamm.fillout.com/community-vote2025
- Announcing Pelican Empyrean! A roguelike magic-cooking card game - 24 August 2025
Hey folks!Now that After Light Fades is done and dusted we're ready to announce our next game! Pelican Empyrean will be coming to Steam Q1 2026.It's a roguelike cooking card game blending elements of food and magic into fantastical adventure!Check out the Early Look Trailer below, and wishlist it here:
- After Light Fades is Out Now! - 20 June 2025
Hey all,After Light Fades is out today!It's a mystical, magical sokoban puzzle odyssey where each world culminates in an artefact you master and eventually leave behind.Explore seven emotionally resonant fantasy worlds, casting away artefacts tied to grief, memory, and transformation.A meditation on love, loss and growth, equal parts cerebral and heartfelt, challenging and rewarding.Get it on Steam here with a 10% launch discountAnd check out the launch trailer
- New Puzzle Design Odyssey Video: Besieged Rivers - 10 June 2025
Hey folks,The next video in the Puzzle Design series is up: the result was a deep challenge, dealing with being dragged along by water currents while protecting the player-character from projectiles.Remember to subscribe to the YT channel to see more as they happen!Cheers!AL