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Steam News29 April 20262mo ago

Is that a light at the end of the tunnel?

Hey, everyone! How you doing? Yesterday was a big day for the development of EMPTY SHELL 2: ) I can finally say that I've completed one of the last major tasks on the list: the final dynamic spawn of all the game's equi

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Hey, everyone!

What changed

0 fixes1 addition2 changes0 removals
  • Gameplay
  • Performance
changedHow you doing? Yesterday was a big day for the development of EMPTY SHELL 2 : ) I can finally say that I've completed one of the last major tasks on the list: the final dynamic spawn of all the game's equipment !
changedAt this point, aside from optimization, small improvements, and small fixes that will need to be made, the main remaining macro tasks are distributing the lore across the various collectible items found in levels, the pre-level paragraphs, the content of the terminals volunteers will encounter during their mission and, finally, creating the secondary quests , which I've already started working on. There are already quite a few, but the plan is to create more for the final version of the game . And more of these will also be among the first features of the post-release updates i've mentioned before that i intend to keep developing for quite some time after the 1.0 launch.
addedAnd speaking of secondary quests, I'd like to take this opportunity for a small poll : are there any strictly secondary quests from games you've played over the years that you still remember fondly ? Small detours that added extra value to the main experience, even if they only provided a (relatively) short amount of additional gameplay? I already have a lot of (hopefully) original ideas ready to be implemented, but i'm curious to see if i can trigger some new ideas from other experiences!

EMPTY SHELL 2 changes

changedHow you doing? Yesterday was a big day for the development of EMPTY SHELL 2 : ) I can finally say that I've completed one of the last major tasks on the list: the final dynamic spawn of all the game's equipment !
changedAt this point, aside from optimization, small improvements, and small fixes that will need to be made, the main remaining macro tasks are distributing the lore across the various collectible items found in levels, the pre-level paragraphs, the content of the terminals volunteers will encounter during their mission and, finally, creating the secondary quests , which I've already started working on. There are already quite a few, but the plan is to create more for the final version of the game . And more of these will also be among the first features of the post-release updates i've mentioned before that i intend to keep developing for quite some time after the 1.0 launch.
addedAnd speaking of secondary quests, I'd like to take this opportunity for a small poll : are there any strictly secondary quests from games you've played over the years that you still remember fondly ? Small detours that added extra value to the main experience, even if they only provided a (relatively) short amount of additional gameplay? I already have a lot of (hopefully) original ideas ready to be implemented, but i'm curious to see if i can trigger some new ideas from other experiences!

How you doing? Yesterday was a big day for the development of EMPTY SHELL 2: ) I can finally say that I've completed one of the last major tasks on the list: the final dynamic spawn of all the game's equipment!

And I can say that's a big relief, considering it took longer than expected, especially compared to ES1, but i was kinda expecting that, given how much larger the setting is and how much more equipment there is in the sequel. So yeah, maybe that's a light i see at the end of the tunnel: )

At this point, aside from optimization, small improvements, and small fixes that will need to be made, the main remaining macro tasks are distributing the lore across the various collectible items found in levels, the pre-level paragraphs, the content of the terminals volunteers will encounter during their mission and, finally, creating the secondary quests, which I've already started working on. There are already quite a few, but the plan is to create more for the final version of the game. And more of these will also be among the first features of the post-release updates i've mentioned before that i intend to keep developing for quite some time after the 1.0 launch.

And speaking of secondary quests, I'd like to take this opportunity for a small poll: are there any strictly secondary quests from games you've played over the years that you still remember fondly? Small detours that added extra value to the main experience, even if they only provided a (relatively) short amount of additional gameplay? I already have a lot of (hopefully) original ideas ready to be implemented, but i'm curious to see if i can trigger some new ideas from other experiences!

What do you think?

Source

Steam News / 29 April 2026

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