Update log
Full FEAR BOUNDS: Amelia story update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Performance
- Fixes
- Gameplay
- Balance
- Store
- UI and audio
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
