- The Longest Tale | Patch Update 28 - 20 March 2026
Here is where the Tale took the team over the last few weeks... Chi:Implement custom achievements and Steam achievement integrationTweaks to various mechanics: free climb, wind avoidanceOptimize level flow, remove a few tedious traversal segmentsPortal VFX Rockley:Various visual fixes (occlusion and geometry)Lore-related design and visual integrationIntegrate visuals for path shortcutsGeometry and shader-related optimizations and fixesDiego:Add visual controller layout to settings UIImplement controller input rebindingAdd a few checkpoints for player reloadingUgurcan:Gameplay promotional video capturing/editingPaulaSocials and Reddit management and engagementPlanning next round of promotional contentSara:Press/influencer engagementSlavko:Implement various visuals for in-game UIVisual content creation for promotional purposes Can:Continue flushing out the final batch of missing SFXAudio…
- The Longest Tale | Patch Update 28 - 6 March 2026
Here is where the Tale took the team over the last few weeks... Chi:Bug fixes: stealth, combat, UI, cutscenesImplement a base achievement system and specific achievement logicDiego:Bug fixes: UI, player input, settingsImplement an in-game tool to stage and capture gameplay and environment shotsJohn:Continue testing and verifying edge cases and filing bug reportsSara:Socials management & press/influencer engagementPaulaSocials and Reddit management and engagementPlanning next round of promotional contentSlavko:Implement various visuals for in-game UIVisual content creation for promotional purposesUgurcan:Gameplay promotional video capturing/editing Rockley:Various visual fixes (occlusion and geometry) Can:Various SFX and audio integration fixesAnalyze the game for optional sounds to addAudio work on marketing shots
- Patch Update 27 | The Longest Tale - 27 February 2026
Here is where the Tale took the team over the last few weeks...Sara:Socials management & press/influencer engagementChi:Bug fixes: combat, interface, feedback, environmentAdd timed hints for various mechanics and combat encounters Diego:Finish controller support & input optimizationsIntegrate dynamic/rebound inputs into all in-game prompts and textCamera alignment / auto-smooth assistanceJohn:Continue testing edge cases and filing bug reportsRockley:Lore-related visual designIntegrate lore-related collectables and achievementsCan:Wrap up music composition for game: samurai boss anticipation, beast capture idlingMisc SFX composition and integrationUgurcan:Gameplay promotional video capturing/editingSlavko:Implement various visuals for in-game UIVisual content creation for promotional purposes
- The Longest Tale Demo Playthrough - 26 February 2026
A playthrough of The Longest Tale demo.
- Patch Update 26 | The Longest Tale - 20 February 2026
Here is where the Tale took the team over the last few weeks...Chi:Polish mechanics (combat, free climb, carpet ride) edge cases and UI for improved experienceAdd hints to various mechanicsImprove performance and scene transitionsSara:Socials management & press/influencer engagement Rockley:Integrate additional lore-related visual elementsVisual fixes and polishesDiego:Continue implementing controller and key rebinding supportIntegrate rebound keys into game UI and dialogImprove default input schemes for player comfortUgurcan:Character featurette and gameplay promotional video capturing / editingJohn:Continue testing edge cases and filing bug reports Slavko:Implement various visuals for in-game UIVisual content creation for promotional purposesCan:Improve various compositions to match game flow & intensitySFX integration fixes
- Patch Update 25 | The Longest Tale - 30 January 2026
Here is where the Tale took the team last week...Chi:Implement better camera control in certain areas in the gameEnemy pathfinding fixes: ensure enemies always pursue players in stealth zonesRanged attack animation and ammo fixes Sara:Socials management & community/influencer engagementPrep for upcoming conferences Rockley:Environmental design enhancements and fixesRender correct portal "far side" visualizationDiego:Continue implementing controller and key rebinding supportExperiment with various controller schemes Ugurcan:Update and polish the upcoming long trailerJohn:Continue testing edge cases and filing bug reports Slavko:Implement various visuals for in-game UIVisual content creation for promotional purposesCan:Improve various compositions to match corresponding themesAdd ticking SFX to puzzles with timer-related featuresVarious SFX integration fixes
- Patch Update 24 | The Longest Tale - 23 January 2026
Here is where the Tale took the team last week...Chi:Ensure player always respawns and level resets correctly on deathEnsure death visual effects are consistent across all levelsFix bugs with camera, pathfinding, and area accessibility edge casesSara:Socials management & community/influencer engagementPrep for upcoming conferencesRockley:Continue improving background visual fidelity (while balancing performance considerations)Improve VFX used in ranged combatDiego:Continue implementing controller and key rebinding supportUgurcan:Update and polish upcoming long trailerKeith:Animation fixes to ensure they are always in sync with movementJohn:Continue testing edge cases and filing bug reportsCan:Project-wide polishing of music tracks to better fit themes and include common motifsEnsure SFX are always kept in sync with traps, add "ticking" SFX for timer-related puzzlesSlavko:Implement vario…
- Patch Update 23 | The Longest Tale - 16 January 2026
Here is where the Tale took the team last week...Chi:Mechanic fixes: player/ropes interaction, fix camera jitterStealth fixes to ensure player can't just run through segmentsSara:Socials management & community/influencer engagementPrep for upcoming conferencesRockley:Design-related performance improvements and optimizationsImprove the fidelity of background assetsDiego:Begin implementation of controller and key rebinding supportPersist the player's health across levelsKeith:Rolling and jumping animation fixesUgurcan:Update and polish the upcoming long trailerCan:Project-wide polishing of music tracks to better fit themes and include common motifsAudio balancing and equalizationJohn:Formal QE verification of the game as a new player, file various issuesSlavko:Create visual content for marketing
- Patch Update 22 | The Longest Tale - 9 January 2026
It's a brand new year! Here's the first patch report of 2026 and where the Tale took the team last week... Sara:Socials management & community/influencer engagementJonathan:Formal QE verification of game as a new player, file various issues Can:Enemy attacks and gruntsUI soundsCompose new background tracks for Side of the World, Labyrinth Chi:Fix ropes so as not to go through playerFix combat, geometry, camera edge casesDiego:Implement health persistenceLabyrinth: Fix edge cases with room generationRockley:Infiltration: Improve performance and occlusion cullingNirvana: Improve background visuals
- Patch Update 21 | The Longest Tale - 12 December 2025
Here is where the Tale took the team last week... Chi:Combat fixes: Synchronize UI with enemy state, ensure all enemies successfully land, pathfindingEnvironment fixes: Ensure player can't get stuck, correctly setup all stealth triggersCheckout fixes: ensure player state is saved at the right locationSara:Socials management & community/influencer engagementCan:Compose & integrate combat parry SFXCompose & integrate enemy footstep SFXCompose & integrate collectable SFXVarious audio fixes: crouching, moving platformsRockley:Side of the World: Improve visual fidelity of mirrors puzzleLabrynth: Fixes to ropes flowFear: ensure player can't get into places he shouldn't be able to Diego:UI fixes: remove old controls, homogonize UI across all scenesDesolation: fix missing colliders/triggers, camera adjustments, ensure player can't get stuck Jonathan:Formal QE verification of game as a new playe…
- The Longest Tale | Patch Update 20 - 5 December 2025
Here is where the Tale took the team last week... Sara:Socials management & community/influencer engagementChi:Combat and puzzle fixes (Suspended Chains, The Beastly Maze)Game-wide traversal and combat consistency fixesSlope slide: handle edge case where combat is still active at start of slideInfiltration & Stealth Tutorial: fix issues with enemy and player movementCan:Add supporting SFX (footsteps, grunts, etc) to enemiesAudio related bugfixes (wading in water, throwable weapons, environment)Rockley:Infiltration: Set dressing and design improvementsSide of the World: Improve puzzle visuals Diego:Puzzle fixes (Cracking the Seal, The Beastly Maze)Ensure every level only has one collectableUI fixes Ugurcan:Video capturing and editing for various promo shotsJonathan:Formal QE verification of game as a new player, file various issues
- The Longest Tale | Patch Update 19 - 28 November 2025
Here is where the Tale took the team last week...Chi:Combat, pathfinding, and puzzle fixesImprove wading in water, mud, sand effectGame wide fixes to player movement and combat configuration for consistency Rockley:Lighting related performance improvementsVarious visual improvements and set dressingAdd missing colliders Can:Unify and tighten footstep system across all levelsFixes to various SFX (wading in water, throw darts)Sound design for various promo shotsSara:Socials management & community engagementPrep work for upcoming conferences and eventsDiego:UI fixes, particularily around inconsistent popupsFree climbing and puzzles: fixes and adjustmentsFix game persistance in various levels such that last state is always restored on load Ugurcan:Video capturing and editing for various promo shotsJonathan:Formal QE verification of game as a new player, file various issues
- The Longest Tale | Patch 18 - 21 November 2025
Here is where the Tale took the team last week... Keith:Finish polishing pre-rendered and in-game cutscenes Chi:Add bow pickup locations and integrate bow tutorial into primary game flowFix various combat edges cases: specific skill refinement, glitches with new attack indicator, enemy detectionFix various puzzle issues: better interaction points, consistent enter/exit statesFreeClimb: Do not consume stamina unless player is movingCombat balancing Can:Surreality: Compose level musicFixes to various audio related edge casesRockley:Infiltration: Improve grass and water visuals, optimizations for performanceStealth tutorial: Lighting, light probes, light bake, occlusion bakeSara:Various promotional and planning workSocials management Diego:Implement "hold input to sprint" instead of pressing it once to toggle it on/off (configurable)Fixes to various subscene reloaders to ensure player alwa…
- The Longest Tale | Patch 17 - 14 November 2025
Here is where the Tale took the team last week...Chi:Implement 'imminent attack' indicatorVarious fixes with puzzles, combat, and other mechanicsIntegrate bow tutorial into primary game flowRemove unneeded wobble mechanicCan:Enhancement/Fixes to SFX in various levels and tutorialsSurreality: Wrap up music composition Keith:Camera and lighting improvements to in-game and pre-rendered cutscenesRockley:Stealth tutorial: lighting improvements and bakeImprove visual identify for puzzle and navigational elementsSara:Various promotional and planning work Diego:The Jewel: Implemented critical path cutsceneVarious fixes and tweaks to combat, free climb and other mechanicsNew build versionsUgurcan:Video capturing and editing for various promo shotsSlavko:Visual design for combat indicatorVarious promo visual content creation
- The Longest Tale | Patch 16 - 7 November 2025
Here is where the Tale has taken the Dev Null Production's team these last few weeks...Chi:Fix edge cases in environment, combat, ghost/snake pursuit, free climb Keith:Update cutscene animations and camera work/post-processingFix movement & combat animationsCan:Sound design fixes for various levels, focusing on the upcoming demoSound design for promo videosMobidictum conference representativeSara:Mobidictum conference representativeSocial managementRockley:Fix environment and design issues on various levels, polish visual aesthetic Diego:Polish The Jewel level in preparation for upcoming demoAddress critical breakers with in-game UI Ugurcan:Video capturing and editing for various promo shots Slavko:Various promo visual content creation
- The Longest Tale | Patch 15 - 17 October 2025
Here is where the Tale took the team last week... Chi:Finish snake pursuit QTEs & VFXVarious fixes: mechanics, puzzles, camera setupCan:Finish Surreality boss fight musicSnake pursuit SFXKeith:Scorch & The Jewel: Improve in-game cutscenesSara:Prep for upcoming conferencesSocials content and managementContest 1 wrap-up Rockley:Lighting and visual fixes on various levelsCollectable and runestone placement Diego:Resolved long-running camera sync issue (Investor Update / Fixed Update)VFX/SFX balancingVarious fixes: colliders, occlusion, mechanicsIvo:Preparing for upcoming conferencesGame Quality TestingSlavko:Creating promotional materials for upcoming conferences and socialsUgurcan:Video editing for upcoming conference promo videosGame Quality Testing
- The Longest Tale | Patch Update 14 - 10 October 2025
Here is where the Tale took the team last week...Can:Surreality: SFX for music room and garden puzzlesThe Jewel: SFX for polished cutscenes (scorpion and genie) Keith:The Jewel: Polish genie cutsceneScorch: Work on fort arrival cutsceneChi:Fear: Implement Quick-Time-Events for snake pursuit sequenceUpdate Unity version to include exploit fix & for Mac buildRockley:Side of the world: Finish Chapel of Goldfyl set dressing, add collectable, improve lighting & postprocessing, other fixesDesolation: Improved LUT during slope slide, make sand obstacles more distinctive from surrounding environment Sara:Prep for upcoming conferencesSocials content and managementDiego:The Jewel: Fix jittery camera, scorpion boss cutscene improvementsFixes and enhancements to UIIvo:Prep for upcoming conference presentationSlavko:Design for promotion banners and contentUpdate UI mockups to include discord and soc…
- The Longest Tale | Patch Update 13 - 3 October 2025
Here is where the Tale took the team last week... Chi:Infiltration: Fix water VFX, issues with interactable objects and collidersFear: Improvements to snake movement & pathfinding, start adding quick time events to pursuit sequenceCan:Surreality: More SFX for puzzles and traversal mechanicsThe Jewel: SFX for boss emergence cutsceneKeith:The Jewel: Improve boss emergence cutsceneRockley:Side Of The World: Lighting updates, create portraits of deities in Chapel of Goldfyll, fixes to player transparency issue and other visual bugs Sara:Prepare for upcoming conferencesSocials content and managementCommunity building via discordDiego:The Storm: Integrate new portal VFXs, tweaks to triggersThe Jewel: Fixes to various edge casesUI: Add camera sensitivity slider control, wire up save/loading indicator, misc fixesSlavko:Design save/loading indicator, enhanced UI mockupsDesign for conference prom…
- The Longest Tale | Patch Update 12 - 26 September 2025
Here is where the Tale took the team last week... Chi:Infiltration: Finish new outpost stealth flowSide of the world: Fixes to puzzles and mechanicsNirvana: Combat and flow fixesTweaks to ropes mechanicSara:Planning for upcoming conferencesRunning social media contestContent for socialsCan:Surreality: Integration of Music & SFX into levelDarkness: New NPC/ghost cutscene sound design, fixes to various issues related to SFX playingSounds design for promo contentKeith:Improve various in-game cutscenes (animations, cameras, post-processing)Diego:Scorch: Tighten up valley area & exit segment, add collectableSide of the world & Surreality: Fixes to puzzles and mechanicsUI improvements: Quit button & confirmation, loading indicators, social linksSetup the demo buildRockley:Fear: Updates to lighting, place the tower in the distance w/ visual aestheticSide of the world: Add geyser source to jets…
- The Longest Tale | Patch Update 11 - 19 September 2025
Here is where the Tale took the team last week... Chi:Infiltration: Rework outpost stealth segments for challenge progressionSide of the World: Various puzzle and mechanic fixes Keith:Improve various in-game cutscenes (animations, cameras, post-processing)Can:Surreality: Finish audio designSound design for new torch-hint in-game cutsceneFixes to various issues w/ audio integrationSara:Social planning and managementDiscord managementLogistics for upcoming conferencesDiego:Surreality: Improve compound courtyard stealth segment flow, add gong distractionAutomate demo build, setup config for demoFixes to various issues w/ mechanics and integrationRockley:Lighting and design fixes and optimizations on various levelsUgurcan:Promo shot captures and video editing