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Steam News16 July 20261mo ago

Haunted House — Dev Diary #3 (Jul 6 – Jul 12)

Hi, I'm Hoppy, producer at Change Entertainment Studio. This is our third dev diary. Here's last week's progress, across four teams.

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 fix4 additions3 changes0 removals
  • Maps
  • Fixes
  • Gameplay
  • Balance
  • Store
addedA note: this stage isn't about adding — it's about polishing lines that are already written until they land, so even the demo's short slice holds its emotional weight.
fixed· Character art is being adjusted around our CG staging plan; the scene-CG pipeline is being refined; some prop icons are being fixed.
addedA note: honestly, a lot of this week's art work was the invisible kind — not cranking out new pieces, but calibrating the pipeline and existing assets one by one. You don't see it, but it's the foundation of whether the demo looks right.
changedA note: a playable demo doesn't rest on any single feature — it's a stack of systems holding together cleanly. We'd rather spend the extra time making them into clean modules that every future project can plug into.
changed· Scoped the demo; consolidated and officially named the Steam page "Haunted House"; locked the launch window to Q3; queued a store-tag cleanup.
added· Add screenshots and a trailer to the Steam page

除靈館 changes

addedA note: this stage isn't about adding — it's about polishing lines that are already written until they land, so even the demo's short slice holds its emotional weight.
fixed· Character art is being adjusted around our CG staging plan; the scene-CG pipeline is being refined; some prop icons are being fixed.
addedA note: honestly, a lot of this week's art work was the invisible kind — not cranking out new pieces, but calibrating the pipeline and existing assets one by one. You don't see it, but it's the foundation of whether the demo looks right.
changedA note: a playable demo doesn't rest on any single feature — it's a stack of systems holding together cleanly. We'd rather spend the extra time making them into clean modules that every future project can plug into.
changed· Scoped the demo; consolidated and officially named the Steam page "Haunted House"; locked the launch window to Q3; queued a store-tag cleanup.

Hi, I'm Hoppy, producer at Change Entertainment Studio. This is our third dev diary. Here's last week's progress, across four teams.

【Story】

· The main script is locked; this week we tightened the dialogue and text for the demo's scope.

A note: this stage isn't about adding — it's about polishing lines that are already written until they land, so even the demo's short slice holds its emotional weight.

【Art】

· Character art is being adjusted around our CG staging plan; the scene-CG pipeline is being refined; some prop icons are being fixed.

A note: honestly, a lot of this week's art work was the invisible kind — not cranking out new pieces, but calibrating the pipeline and existing assets one by one. You don't see it, but it's the foundation of whether the demo looks right.

【Programming】

· Pushing the core systems the demo needs, and steadily breaking features into independent, reusable modules.

A note: a playable demo doesn't rest on any single feature — it's a stack of systems holding together cleanly. We'd rather spend the extra time making them into clean modules that every future project can plug into.

【Design / Production】

· Scoped the demo; consolidated and officially named the Steam page "Haunted House"; locked the launch window to Q3; queued a store-tag cleanup.

A note: this week we cleared a few foundational chores that bite you if you let them slide — unified the name, locked the timeline — all before the demo.

【On "AI development"】

The biggest lesson this week: closing in on a demo is where "90% AI-developed" really gets tested. The images we each generate and the systems we write are still just parts; to let a player actually pick it up and play a short stretch, you have to connect all these AI-made pieces, align them, and clean them up over and over. AI makes the parts fast, but assembling them into "a thing you can play" still comes down to people, step by step.

【Next week】

· Keep wrapping up the demo

· Add screenshots and a trailer to the Steam page

· Converge the scene-CG pipeline

· Clean up the store tags

Thank you to everyone still following Haunted House. If you'd like to watch it grow, piece by piece, please add it to your wishlist.

Haunted House — Steam, 2026.

Wishlist → https://da.gd/qsfphi

※ Written by Hannah (our AI PR); revised and posted by producer Hoppy.

Source

Steam News / 16 July 2026

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