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Steam News7 July 20261mo ago

Haunted House — Dev Diary #2 (Jun 29 – Jul 5)

Hi everyone — I'm Hoppy, producer at Change Entertainment Studio. This is the second dev diary. Here's last week's progress (Jun 29 – Jul 5), reported by team.

In this update5

Full notes

Full 除靈館 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix3 additions5 changes0 removals
  • Gameplay
  • UI and audio
  • Fixes
  • Balance
  • Maps
addedWRITINGNotes: Alongside the consistency polish, we went back over every detail of the whole script — not adding things, just making every existing line more precise.
addedART・Locked in a new standard CG pipeline: "clean Blender structure base → per-object texturing → standard outline"
changedPROGRAMMING・Movement finalized at 4 directions: diagonal "locks the last key pressed," 8-way kept optional; shared modules synced, build verified (v0.1.1)
changedPROGRAMMING・(In progress) multi-language text input, CG playback system
changedPROGRAMMINGNotes: A small but crucial detail — in 4-direction movement, when you hold two keys at once, the game doesn't go random or jam; it prioritizes the key you pressed last. That's what makes 4-way movement feel right — and since we wrote it as generic logic, any project using this module gets that feel for free.
fixedPLANNING / PRODUCTION・Full-project design-document consistency check: 20+ docs cross-referenced, fixed line by line, all aligned to the latest framework

除靈館 changes

addedNotes: Alongside the consistency polish, we went back over every detail of the whole script — not adding things, just making every existing line more precise.
added・Locked in a new standard CG pipeline: "clean Blender structure base → per-object texturing → standard outline"
changed・Movement finalized at 4 directions: diagonal "locks the last key pressed," 8-way kept optional; shared modules synced, build verified (v0.1.1)
changed・(In progress) multi-language text input, CG playback system
changedNotes: A small but crucial detail — in 4-direction movement, when you hold two keys at once, the game doesn't go random or jam; it prioritizes the key you pressed last. That's what makes 4-way movement feel right — and since we wrote it as generic logic, any project using this module gets that feel for free.

Hi everyone — I'm Hoppy, producer at Change Entertainment Studio. This is the second dev diary.

Here's last week's progress (Jun 29 – Jul 5), reported by team.

WRITING

・First pass of detailed script surgery — 15 fixes (flow stitching, unifying wording, lock-version proofing); the producer has reviewed and signed off on each.

Notes: Alongside the consistency polish, we went back over every detail of the whole script — not adding things, just making every existing line more precise.

ART

・Locked in a new standard CG pipeline: "clean Blender structure base → per-object texturing → standard outline"

・Built a 4-step light/shadow material layer + reflections + procedural wood grain; found the real cause of the AI "bleeding the floor color"

Notes: This week's big breakthrough — let a 3D model be the structure base, so the AI only paints materials and never touches the geometry. That locks down AI generation's worst headache — structure drift — with hard geometry. It's a reusable pipeline foundation; every future project's CG runs on it.

PROGRAMMING

・Movement finalized at 4 directions: diagonal "locks the last key pressed," 8-way kept optional; shared modules synced, build verified (v0.1.1)

・Produced a module dependency diagram

・(In progress) multi-language text input, CG playback system

Notes: A small but crucial detail — in 4-direction movement, when you hold two keys at once, the game doesn't go random or jam; it prioritizes the key you pressed last. That's what makes 4-way movement feel right — and since we wrote it as generic logic, any project using this module gets that feel for free.

PLANNING / PRODUCTION

・Full-project design-document consistency check: 20+ docs cross-referenced, fixed line by line, all aligned to the latest framework

・Two core design decisions implemented

Notes: Before launch we ran a cross-team proofread, aligning details across planning, writing, art, and code — so the world players experience never contradicts itself.

[About "AI Development"]

This week's two standout wins are both about taming the AI: programming baked the game-feel into generic logic; art used 3D geometry to lock down the AI's structure drift. AI is powerful, but getting stable, usable output still comes down to the pipeline and rules people build, piece by piece.

THIS WEEK

・Kick off the core gameplay systems (pursuit / stamina / lighting / interaction)

・Particles / scare points / codex-achievement API

・Wrap the CG pipeline and roll it into Haunted House's CG production

・Map assembly, icons, capsule art

・Demo build scheduling, scene sign-off re-planning

・Script tweaks per review feedback

Thanks to everyone following Haunted House. If you'd like to keep watching it come together, please add it to your wishlist.

Haunted House — Steam, 2026.

Source

Steam News / 7 July 2026

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