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Steam News18 March 20263mo ago

Devlog #24 | Demo creation begin, time, light, project stat and dialogs

This time, I worked on the house system, added interior lighting, and even implemented peeking through the windows :) I also introduced a time system, making lighting depend on the time of day, shared some project stats

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changedThis time, I worked on the house system, added interior lighting, and even implemented peeking through the windows :) I also introduced a time system, making lighting depend on the time of day, shared some project stats (Steam, Kickstarter), and talked a bit about what I'll be working on next.
changedNow it better matches the intended time period, and it has been completely reworked. Because the house appears small on the world map, I had to implement teleportation to a separate interior space so the inside could actually feel large. Yes, historically houses weren't that big - and visually everything works fine from the outside - but if I kept the interior realistically small, there wouldn't even be space to move around. That didn't work for me, so teleportation became the solution.
changedInside the house, I made it more realistic - especially the fire lighting - and added light coming from the windows, which depends on the global lighting outside. I also implemented a global lighting system: one setup for daytime, another for evening, a third for night, and a fourth for morning - all transitioning smoothly between each other.
addedI also added proper time progression.

This time, I worked on the house system, added interior lighting, and even implemented peeking through the windows :) I also introduced a time system, making lighting depend on the time of day, shared some project stats (Steam, Kickstarter), and talked a bit about what I'll be working on next.

Unfortunately, this is a devlog and I'm not localizing it, so the description below will be for non-English speakers.

I've decided to make a demo for the project. I especially want to have it ready by summer - for the festival. I've already come up with the story, outlined the mechanics that will be included, and started gradually implementing everything that's still missing.

I began with the house.

Now it better matches the intended time period, and it has been completely reworked. Because the house appears small on the world map, I had to implement teleportation to a separate interior space so the inside could actually feel large. Yes, historically houses weren't that big - and visually everything works fine from the outside - but if I kept the interior realistically small, there wouldn't even be space to move around. That didn't work for me, so teleportation became the solution.

Naturally, I also wanted to implement windows. To make that work, I had to create a system that renders the outside world into the interior space - so the player can actually see what's happening outside through the windows. Because of this, the teleportation itself feels almost seamless - and that turned out really well.

Next, I worked on lighting.

Inside the house, I made it more realistic - especially the fire lighting - and added light coming from the windows, which depends on the global lighting outside. I also implemented a global lighting system: one setup for daytime, another for evening, a third for night, and a fourth for morning - all transitioning smoothly between each other.

I also added proper time progression.

Now a full in-game day lasts 24 minutes, and the overall lighting of the level depends on the time of day. So this system is fully integrated - there's day, evening, and night - and the player can clearly understand it at least through the lighting.

As for general updates:

Right now, the game has reached 54 wishlists. The Kickstarter campaign has ended - unfortunately, it wasn't successful. I've also registered on Indiegogo and I'm currently waiting for approval to publish there.

I've also started updating the dialogue system. It already exists in a basic form, but I'll talk more about it in the next devlog.

Source

Steam News / 18 March 2026

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