FEAR BOUNDS: Amelia story
Steam News 8 April 20261mo ago

Development Progress Report (WiP) — March

Development Progress Report (WiP) — March 1. Technical & Optimization Engine Upgrade & MetaHumans: Successfully transitioned to MetaHuman 5.7, significantly enhancing character detail and expanding animation capabilitie…

Update log

Full FEAR BOUNDS: Amelia story update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

1 fix2 additions10 changes0 removals
  • Performance
  • Fixes
  • Gameplay
  • Balance
  • Store
  • UI and audio
changed1. Technical & OptimizationPerformance Phase I: Conducted a major optimization pass on assets and logic, resulting in a stable 40–50 FPS at Full HD resolution.
fixed1. Technical & OptimizationRefining Game Flow: Performed a comprehensive audit of the core game loop; identified and resolved critical bugs to ensure a stable playthrough experience.
added1. Technical & OptimizationTrap Logic: Optimized trigger mechanisms and computational processes for environmental traps; implemented new workflow for player-trap interactions.
changed2. Gameplay & MechanicsSurvival System: Implemented a resource recovery system (food, stamina, etc.) and integrated a functional vending machine mechanic.
changed2. Gameplay & MechanicsCombat System: Released scheduled updates focusing on combat feel, hit feedback, and overall mechanical balance.
changed2. Gameplay & MechanicsAI Development: Initiated the development of core behavior trees and decision-making logic for enemy NPCs.

Development Progress Report (WiP) — March

1. Technical & Optimization

  • Engine Upgrade & MetaHumans: Successfully transitioned to MetaHuman 5.7, significantly enhancing character detail and expanding animation capabilities.

  • Performance Phase I: Conducted a major optimization pass on assets and logic, resulting in a stable 40–50 FPS at Full HD resolution.

  • Lighting System: Developed a custom, blueprint-based lighting construction system for precise control over the game’s horror atmosphere.

  • Refining Game FlowPerformed a comprehensive audit of the core game loop; identified and resolved critical bugs to ensure a stable playthrough experience.
  • Trap LogicOptimized trigger mechanisms and computational processes for environmental traps; implemented new workflow for player-trap interactions.

2. Gameplay & Mechanics

  • Survival System: Implemented a resource recovery system (food, stamina, etc.) and integrated a functional vending machine mechanic.

  • Combat System: Released scheduled updates focusing on combat feel, hit feedback, and overall mechanical balance.

  • AI Development: Initiated the development of core behavior trees and decision-making logic for enemy NPCs.

  • Checkpoint System: Integrated the Bonfire mechanic—a central hub for player rest and progress saving.

3. Art, Animation & Environment

  • Level Design: Completed the technical assembly of the Arachnophobia (ACT I, Chapter 1) location; configured initial environment concepts and lighting.

  • Bestiary: Finalized concept art for the first group of enemies for the Arachnophobia level. Assets have been moved into the 3D modeling pipeline.

  • Animation: Started production on the animation set for the primary Spider Boss.

  • Cultural Assets: Created high-quality meshes for the Bandura (environmental prop) and Ocarina (interactable item). Currently developing the"Rizdvyanyi Pavuk"(traditional Christmas Spider ornament).

  • HubUpdated and further detailed the "Family Estate" central location.

4. Narrative, UX & Sound

  • Narrative System: Developed a unique system for item descriptions written in poetic form. Implemented initial test descriptions for key items.

  • UI/UXCompleted the general UX conceptual phase; transitioned to the visual implementation of interface elements. Added a functional Loading Screen.
  • Audio Design: Developed immersive ambient soundscapes and specialized SFX to heighten the atmospheric tension.

5. Pre-production & Future Planning

  • Thalassophobia: Commenced technical documentation and reference gathering for the upcoming underwater-themed chapter.

Source

Steam News / 8 April 2026

Open original