- DevLog #9: So, this was a month of furniture - 28 August 2026
Not much to say - whole month I've been adding a content to the game. Exactly - a furniture for the player to build in their house.It's a lot of tedious work tbh - draw sprites, configure tiles, objects, collisions, write localizations et.c.This month I added a lot though. Here's all the objects player can add in their house by now, and more are coming next week.Also, two new crafting stations were added:tailoring - processing fiber into fabric, used in some furniture craftingcooking - processing ingredients into dishesI'll have to add recipes for cooking next weeks - items, sprites, new buffs et.c.I think next month will be mostly spent on buildings for the town - I need to let player customize their town too, which will take even more time than furniture, I think.Thank you for saying by! I still hope to finish the demo by the end of the year and finally let everyone play it : )
- DevLog #8: All crops content is done for the demo! - 1 August 2026
Despite this month being short for me (because of holiday I had in first two weeks), I still managed to do a lot!And a lot is - all crops content is done for the demo. Past 2.5 weeks I've added 8 new crops, drew a new Category sprite for the Greenhouse and done everything for it, and lots of other small improvements and fixes.What do we have now:11 crops in the game - crops in Death Afterparty are not just "buy seeds - plant - water every day", but a small puzzle you have to solve. Most crops have different requirements - planting shape, free adjucent tiles or same crops in adjucent tiles, light source nearby or opposite - no light source nearby, and exact water amount during every phase. To help the player find out how to grow the crop properly, there are 11 botanic diary pages in the game, scattered across locations. Explore, find tips, find crops and gather seeds from them, grow. Tha…
- DevLog #7: The cave - 25 June 2026
Well, this one will be pretty short. Whole month was spent mostly for one thing - the cave.It was a huge technical challenge for me, honestly.First of all - the cave itself is bigger than whole main location. It also has it's own regions, just as main location, so I had to draw lots of new sprites - several walls sprites for each region, several resources nodes sprites and many other stuff.Second of all - each tile in the cave is a diggable object with resources, so there're THOUSANDS of them. The game architecture was a bit not ready for this, so I had to upgrade the loading process to initialize every tile of the cave before the game starts to avoid freezes and stutters.Third of all - the loot behavior was not ready for such closed environment. It was often colliding through walls and objects, and also it wasn't reacting to a water or world edges. So, the loot behavior was drastically…
- Devlog #6 - content for the demo is about 80% done! - 29 May 2026
This month was all about drawing and configuring content. And a couple more months will be the same...So, this time I have lots to show, yet lots of things are still has to be done.But - the horizon is closer than ever. Main location is almost done - just need to add few more small stuff to make exploring more fun. And I really want to add a second pet : )This month I drew 3 new location parts - these are chunks of biomes that won't be in the demo, but I still had to draw around 60% of their content for these chunks. Lots of objects, resources, decorations and tiles were done.Also, a lot of small fixes and improvements, as usual - improved animations for dialogues options, improved idle state for loot, fixed tons of bugs and so on.Can't wait to show all this to anyone willing to play my game : )And there are some gifs with the locations too. See ya next month!
- DevLog #5 - Content for the demo is on the way - 27 April 2026
Hi everyone!This one will be short. Whole month I've been working on the content for the demo of the game. There're lots of things I have to draw and configure, and part of these things were done during the month.Edges of the world were mostly done. Yes, world in Death Afterparty has an actual end : )Half of the month was spent on drawing the most complicated asset in the game - ruins of the cathedral. It's important location for the lore and story. I spent literally 2 weeks drawing it - 126 layers, over 200k hand drawn pixels and 10 hours of configurating it all in Unity. You can see the result in the video below.And that's pretty much it. A lot of other technical and small improvements were done, but currently I aim to finish the content for the demo version. It must be released this year, finalizing 3 years spent on solo development of it. And it's closer than ever!See you next month!
- DevLog #4 - Full character customization added! - 28 March 2026
For whom do I write all this you ask? I don't know, just for history. Someday someone will play my game and gonna be interested enough to read old news in community hub, right?This month was lots of technical and behind-the-scene works. But something showable are there too!1) All dialogues in game are configured. Many are improved tho.2) Lots of intro flow changes to improve FTUE.3) Notes system added - so the player can read some notes. There're just one by now and it is needed for the sake of tutorial and third character introduction.4) Fully reworked NPC navigation. Now it's super flexible and NPCs randomize their daily schedule depending on what player have built in the town and how far they are in NPCs' storyline. NPCs can wake up early or regular and have personal wake time and bed time, they can flexibly choose what to do for the day and overall their behavior is pretty random -…
- DevLog #3 - UI works are finished! - 3 March 2026
With a little delay, but there's next monthly update on development progress!This month was dedicated to small things in UI and some other important stuff.1) Virtual keyboard.There are 2 places in game where player have to enter text - creating new character and naming new pet. Since I'm implementing full gamepad support, I had to add a virtual keyboard for this too screens and it's done.2) NotificationsAll windows now have necessary notifications sprites which appear contextually for each window in cases like new quest, new recipe unlocks et.c. You don't miss anything!3) TutorialsStart of the game now has all necessary tutorials to help player with interactions during first in-game day.4) PopupsThe game now reacts to some of actions with a pop-ups - you won't miss events like starting new quests, completing quest or unlocking new recipes.5) Character portraits for dialogue windowDialog…
- DevLog #2 - Third year of the games' development officially started - 29 January 2026
Yeah, it's hard to believe, but I've been working on the game for 2 whole years by now. Making games alone is a long process : )Past month was mostly a holiday (and I believe I deserved it), so there's not much to say. But I was working last two weeks and by now UI works are about 85% done.I still want to improve the visuals later, but all main windows were finished in terms of logic and layout.Past two weeks I've managed to:1) Rework pet invitation windowIt's a small window yet it requred some big logic works. Here you can name your new pet, choose pethouse it will live in and check what food you must bring to befriend it and invite to your town.2) Rework Greenhouse screenIt's a mechanic of collecting crops. I had to do a lot of drawing for this one, and even more logic was programmed here. I've tried to make it as pretty as I can with my humble art skills : )3) Tons of improvements an…
- DevLog #1! UI works are about 75% complete - 21 December 2025
Hey everyone! It's Tranquil Beast and my very first official DevLog on Steam : ) Yeah, if you didn't know, I post weekly on Reddit and Discord, but I've decided Steam page of the game needs some content for history, so, here it is - first monthly devlog for Death Afterparty. Though, I'll mention more than a month of work just because, well, it's the first one.Last 3 or so months are fully dedicated to UI rework. Very few people had played a bit of playtest version I uploaded months ago and it has 0 UI. Like, really none. It's all was a mess of basic Unity assets and absolutely no layout. Reworking it all to a proper playable state is one of big milestones I have before launching mass playtests and demo. And that is what I was doing last months!I'm making all UI gamepad friendly, so it's twice the work to be done. But I've managed, I hope : )First of all - Main Menu.It's nothing special,…
- DevLogs are coming! - 28 November 2025
Hey everyone!Just wanted to let you know I'm going to drop monthly devlogs here to show you how the development process is going. For anyone having the game on wishlist and not being in my discord/reddit. Aaand just to get used to Steams' community tools : ) Don't forget the game is being developed by a single person (which is me), and, well, I have a full-time job besides it. So, the development takes looong time.So, first Steam devlog is coming somewhere around Christmas!Stay tuned!