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Steam News23 September 20259mo ago

🎮 Devlog: Designing the Invisible

From the very beginning, we knew Enigma of Fear wasn’t just about combat. We aimed to build a deep investigative experience, one where players piece together clues, uncover secrets, and solve puzzles. The challenge?

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changedFrom the very beginning, we knew Enigma of Fear wasn’t just about combat. We aimed to build a deep investigative experience, one where players piece together clues, uncover secrets, and solve puzzles. The challenge? Investigative level design is invisible, it lives inside the player’s mind.
changedThat’s where evidence came in: interactive objects and documents that reveal fragments of the story and point to puzzle solutions. Each one had to carry narrative weight, emotional meaning, and gameplay logic. Designing them was like building a puzzle where nothing could be too obvious.
changedOur first playtest? A solo tabletop-style RPG! Using a layered house map and live narration, we tested how players interpreted clues and navigated the mystery. That’s how our first investigative cycle was born.

Enigma of Fear changes

changedFrom the very beginning, we knew Enigma of Fear wasn’t just about combat. We aimed to build a deep investigative experience, one where players piece together clues, uncover secrets, and solve puzzles. The challenge? Investigative level design is invisible, it lives inside the player’s mind.
changedThat’s where evidence came in: interactive objects and documents that reveal fragments of the story and point to puzzle solutions. Each one had to carry narrative weight, emotional meaning, and gameplay logic. Designing them was like building a puzzle where nothing could be too obvious.
changedOur first playtest? A solo tabletop-style RPG! Using a layered house map and live narration, we tested how players interpreted clues and navigated the mystery. That’s how our first investigative cycle was born.

From the very beginning, we knew Enigma of Fear wasn’t just about combat. We aimed to build a deep investigative experience, one where players piece together clues, uncover secrets, and solve puzzles. The challenge? Investigative level design is invisible, it lives inside the player’s mind.

That’s where evidence came in: interactive objects and documents that reveal fragments of the story and point to puzzle solutions. Each one had to carry narrative weight, emotional meaning, and gameplay logic. Designing them was like building a puzzle where nothing could be too obvious.

Our first playtest? A solo tabletop-style RPG! Using a layered house map and live narration, we tested how players interpreted clues and navigated the mystery. That’s how our first investigative cycle was born.

🎉 The most unforgettable moment? Two players solving the first major puzzle together during a final playtest, their excitement was electric. For our team, it was proof that all those years of effort had paid off. 💜

Got a similar story to share? Join us on Discord and tell us about your favorite “Aha!” moment: [https://discord.gg/Rd8m5VbU]

Source

Steam News / 23 September 2025

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