HomeGamesUpdatesPricingMethodology
Steam News27 January 20265mo ago

Devlog #02: Welcome Back, Linda! Pt. 1

Determining Linda's Position As we began discussing this Devlog, we returned to something that felt fundamental yet sensitive: Linda Meilinda's current position.

Full notes

Full DreadOut 3 update

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

What changed

0 fixes0 additions8 changes3 removals
  • Maps
  • Gameplay
  • Events
  • Security
changedDetermining Linda's PositionWe realized early on that Linda in DreadOut 3 couldn't be treated as a "reintroduced" character. Because, as we all are aware, she'd already seen and been through too much. She'd endured betrayal, loss, and guilt in the previous two prequels. So our first step wasn't to redesign her appearance, but rather to map out her mental and emotional state.
removedDetermining Linda's PositionFrom those early discussions, we finally envisioned Linda as someone who had realized her power but wasn't comfortable with it, recognizing how big the responsibility is. This realization came with exhaustion rather than confidence. There was a strong urge to distance herself, to no longer involve others, as every previous attachment had ended in tragedy.
changedDetermining Linda's PositionThis understanding led us to our next decision: Linda now prefers silence. She holds back, but not out of fear, more because she knows the consequences. At this point, we began to view her role as Keeper of the Dark not as a status upgrade, but as a position or something she never asked for.
changedDetermining Linda's PositionOur biggest fear was simple, but it kept coming up in every discussion: Linda can’t be a high schooler forever, but what if Linda changed too much and became unrecognizable? Not just visually, but emotionally. We didn't want players to have to be "told" that this is Linda.
removedDetermining Linda's PositionThis worry serves as the initial filter for every design decision. When the first trailer of DreadOut 3 was released, and many of you immediately recognized it as Linda, we felt a layer of anxiety had been removed. That gave us space to proceed with a more relaxed approach.
changedDetermining Linda's PositionFrom that point, we began to map out the inherent visual expectations. Linda, in the first DreadOut was a high school student with a ponytail. In DreadOut 2, traumatic events forced her to cut her hair. Both styles emerged from the context of the story, not simply aesthetic choices.

Determining Linda's Position

As we began discussing this Devlog, we returned to something that felt fundamental yet sensitive: Linda Meilinda's current position. Beyond where and who Linda is, the story continues, also within our own development process.

We realized early on that Linda in DreadOut 3 couldn't be treated as a "reintroduced" character. Because, as we all are aware, she'd already seen and been through too much. She'd endured betrayal, loss, and guilt in the previous two prequels. So our first step wasn't to redesign her appearance, but rather to map out her mental and emotional state.

Steam post image[c] Final 3D Model Linda in DreadOut 1 (front) and DreadOut 2 (back) [/c]

From those early discussions, we finally envisioned Linda as someone who had realized her power but wasn't comfortable with it, recognizing how big the responsibility is. This realization came with exhaustion rather than confidence. There was a strong urge to distance herself, to no longer involve others, as every previous attachment had ended in tragedy.

This understanding led us to our next decision: Linda now prefers silence. She holds back, but not out of fear, more because she knows the consequences. At this point, we began to view her role as Keeper of the Dark not as a status upgrade, but as a position or something she never asked for.

Steam post image[c] Imagining Linda without her ponytail in DreadOut 2 [/c]

As the Keeper of the Dark, Linda stands between two realms. Her role isn't to conquer the darkness or the light; she was tasked to keep the light and dark from devouring each other. And how thin the line that separates both worlds makes her position feel fragile. She's rather a constantly vigilant guardian.

Steam post image[c] Above was our unused concept of Linda in DreadOut 2 using a pocong shrouded garment [/c]

This perspective influenced how we felt returning to Linda as the main character. As well as DreadOut as a whole, Linda was the first character in it that we developed as a team. Therefore, continuing with Linda meant taking on the same burden again. There was a nervousness that was hard to avoid, as every small change felt SO risky.

Our biggest fear was simple, but it kept coming up in every discussion: Linda can’t be a high schooler forever, but what if Linda changed too much and became unrecognizable? Not just visually, but emotionally. We didn't want players to have to be "told" that this is Linda.

This worry serves as the initial filter for every design decision. When the first trailer of DreadOut 3 was released, and many of you immediately recognized it as Linda, we felt a layer of anxiety had been removed. That gave us space to proceed with a more relaxed approach.

Steam post image[c] Our last year's iteration for Linda's signature costume in DreadOut 3 [/c]

From that point, we began to map out the inherent visual expectations. Linda, in the first DreadOut was a high school student with a ponytail. In DreadOut 2, traumatic events forced her to cut her hair. Both styles emerged from the context of the story, not simply aesthetic choices.

Steam post image[c] Concept art that would become a basic silhouette and color tones for Linda in DreadOut 3 [/c]

In DreadOut 3, Linda is in a different phase of her life. She's no longer a high school student. But we also realized that Linda's visual identity couldn't be easily severed. Therefore, we decided to bring back the ponytail, perhaps as an anchor, not as a symbol of the past, but as a link to continuity. But of course, we realize this decision won't please everyone. Some players might be more attached to the short-haired version. Therefore, we wanted to open the conversation and hear how you see Linda in this phase. So, between short and long hair, let us know which one you prefer!

But the more we delved into the visuals, the clearer it became that appearance wasn't always the point. What mattered more was how Linda felt. We wanted Linda (and us) to still feel human. Someone who could still feel uncomfortable, still doubtful, even after encountering multiple similar entities. This is where the emotional design challenge arose. After all she's seen, what could still scare Linda? We didn't want the answer to be a bigger or more violent threat. The fear had to remain rooted in her human experience and the memories she carries.

We returned to Linda's fundamental nature. She was never meant to be a hero. She was introverted, quiet, and acted out of necessity. She did possess physical abilities from scouting and martial arts, but those weren't what defined her. For the record, we think at this point we would tweak Linda's design almost constantly, even in the most crucial moments leading up to the gold build. This was part of our process, as Linda is the center of DreadOut itself, and we wanted every detail to feel just right.

From this understanding, we found our connection with Linda. She was like a figure of silence. A smartphone she owns is a symbol of the mundane, everyday life of her. And instead of some heroic-looking weapon, it became a bridge between her and the unseen world. Her vulnerability naturally went hand in hand with a sense of empowerment.

This conclusion became the foundation for all subsequent decisions. If Linda were to grow, the player should feel like they were growing alongside her. Not because she became invulnerable, but because she learned to embrace her role. And it was at this point that we established a key principle for DreadOut 3: Linda had to remain relatable. Remain human. And remain recognizable, even before she said a word.

Notes from the Previous Devlog

Thank you so much for your enthusiasm in the previous devlog! After the first one was published, we read quite a few questions and comments. Some of them were recurring all across the platforms, so we wanted to note a few that we can address at this stage!

Heyjeysig - I hope this ISN'T in early development... hopefully the release isn't something like Fall 2026, feels too far away :/

I hope we get an approximate release date soon. Dreadout is a much scarier game series than Fatal Frame so I'm quite excited for this.

No worries, it’s not that early, promise! 😄 We’ve actually been working on DreadOut 3 for a bit now. The previous devlog was more about showing what’s been happening behind the scenes, not a “we just started yesterday” kind of thing.

We know waiting sucks, and we’re excited too, but we want to make sure we’re confident when we finally say something concrete. And when there’s something solid to share, you’ll hear it straight from us first!

Also, really glad you’re excited about it! Thanks for sticking with us🫀🫀

Tammie ☾ - I like it more when the "O" stands out. And I feel it should be more white, not grey. It feels more like DreadOut.🌹

✨ ATHANH ✨- There should be a slight tilt in the logo 🦇

We’ve been reading through all the feedback on the logo since the last devlog, and it’s been really nice seeing how everyone responds to it. As we mentioned before, this version isn’t set in stone, it’s part of an ongoing exploration while the game continues to take shape.

Some of you even went as far as sharing your own preferences and interpretations of how the logo should feel, which we honestly appreciate a lot! Those perspectives help us reflect on what feels like DreadOut to different people. We’ll be carrying these thoughts with us as we move into the next logo iterations. Thanks for sharing and caring about the details with us 🖤 And for everyone else who’s been chiming in with thoughts, reactions, and little details you noticed, thank you, truly! It’s been really nice reading through all of it.

Also, take a look at some of the friend-made logos by our friends in the community!

We’re taking notes, discussing things internally, and just genuinely enjoying seeing how people respond to these small peeks behind the scenes. More to come, bit by bit. In the upcoming one, let’s talk about this more in part 2!

Until next time!

All the dread,

:DH

Source

Steam News / 27 January 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.