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Full CORDURA update
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What changed
- Gameplay
- Balance
- Maps
CORDURA changes
Hi everyone! First of all, we want to thank you from the bottom of our hearts for the incredible reception during these first few days. We are currently working hard on the gameplay trailer, but in the meantime, we want to dive deep into one of the core pillars of CORDURA: Living Architecture.
In the world of CORDURA, mansions have twisted in ways that defy all logic. They aren't just buildings; it feels as if the structures themselves have come to life, mutating and breathing as the night progresses.
While many games use procedural mazes, the rooms often end up feeling repetitive or poorly decorated. That’s not what we wanted for CORDURA. We play with what you see, but especially with what you sense. Shadows are constantly shifting, and we need this interplay of light and dark to surprise you at every turn.
To be honest, when we started developing this system, we loved the results so much that we decided to invest nearly 9 extra months of development into perfecting it.
How does it work? To put it simply: once the map is generated, every single room randomizes four key elements:
1. Basic Architecture
Rooms deform. Walls, floors, and even structural elements like columns can shift and change. No two layouts are ever the same.
2. Furniture & Decor
This is a vital gameplay element. A room with a massive bookshelf in the center offers a completely different experience than one with only a small tea table. You never know what terrors await in the night, and using the furniture to hide is essential for survival. You won't find two identical rooms in any of the generated mazes.
This system gives us incredible versatility to create new assets and include them procedurally across all maps. Who knows... perhaps in the future, a creature of the night might learn to use this to its advantage.
3. Lighting
This is the part we are most proud of. All lights in the game are calculated in real-time and generated randomly when the map is created. Our algorithm generates key lights, rim lights, and ambient lights so that the cast shadows are always unique. The house decides what it wants you to see—and what it prefers to hide. This also allows a room that was once brightly lit to plunge into semi-darkness as the night unfolds.
4. Corruption
The night has corrupted these places. The longer you stay, the more the night takes hold of the structure. Visual corruption increases, altering your perception of the room and making the environment increasingly hostile. We truly hope you don't have to stay in there for long.
PHASE CHANGES: When the Mansion Reacts
During your run, you will hear bells toll: 1, 2, or 3 times.
3 Bells: You must escape immediately. The Night is claiming you.
The Reaction: With every toll, the mansion reacts. Rooms can shift their lighting and corruption in real-time. A room that seemed safe and well-lit can suddenly transform into a death trap.
With this system, we want the procedural nature of CORDURA to be more than just an algorithm—we want it to be a tool for constant paranoia.
We love the concept of"Eerie Beauty"—the idea that a terrifying place can also be beautiful. We believe that with this system, we’ve achieved just that. You’re going to have a hard time surviving... but at least it will look beautiful.
We hope you enjoyed this Devlog. We are incredibly hyped to keep showing you how this world comes to life!
The Development Team
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