In this update8
Full notes
Full Give Us A Sign update
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What changed
- Gameplay
- UI and audio
- Events
Give Us A Sign changes
π 75,000 Wishlists Reached!
Hello Ghost Hunters,
We've officially reached 75,000 wishlists, and we can't thank you enough.
Every wishlist, comment, screenshot, video, and message reminds us why we're so passionate about creating Give Us A Sign. Seeing this community grow motivates us every single day, and we're more excited than ever for what's ahead.
Today, we'd like to take you behind the scenes and share a closer look at some of the systems we've been building over the past months.
π₯ Equipment Animations
Every piece of equipment is designed to feel physical, responsive, and believable. From equip and unequip animations to weight-based hand movement and natural camera motion, we're continuously refining every interaction to make investigations feel as immersive as possible.
π± Journal & Investigation Tablet (Work in Progress)
Our investigation tablet is still a work in progress, but it's already beginning to take shape.
It will become your central hub for tracking evidence, reviewing entity information, managing investigations, and accessing everything you need during a hunt.
ποΈ Investigation Locations & Safe House
At launch, players will investigate three unique locations:
Abandoned House
Carnival
Motel
Before beginning your investigations, you'll complete your training in the Training Area a purpose-built tutorial environment designed like a movie production set. Guided by Gianna, you'll learn how to use your investigation equipment and master the core mechanics in a comfortable, low-pressure setting before stepping into the unknown.
Between investigations, you'll return to the Safe House our main hub designed to be much more than just a lobby.
Relax in the lounge, play arcade machines with friends, visit the museum showcasing your achievements, interact with NPCs, prepare your next investigation, and discover even more as development continues.
π» Early AI Behavior
This early preview showcases the foundation of our AI system.
Please keep in mind that this is not the final version. Paranormal events, environmental interactions, and many advanced gameplay systems are still under active development.
Our goal is to create intelligent, unpredictable entities that constantly adapt to player behavior, ensuring every investigation feels different from the last.
π AuralWeave β Dynamic Audio System
This demonstration was created in a dedicated test environment and is not part of the final game.
Rather than relying on traditional room-based audio, AuralWeave gives the game runtime acoustic awareness. It analyzes the surrounding environment in real time, understanding how open, enclosed, tall, or connected a space feels.
Using that information, it dynamically shapes ambience, reverb, directional sound propagation, and MetaSound-driven audio behavior to deliver a more believable and immersive sound experience.
π₯οΈ UI / UX (Work in Progress)
Our interface is still evolving.
We're focusing on readability, clarity, and intuitive design so players can quickly understand the information they need. Whether the game is warning you about danger or presenting important investigation details, our goal is to communicate everything through a clean and immersive interface that supports gameplay without becoming distracting.
π€ Character Customization (Work in Progress)
Our characters are built using Unreal Engine's latest MetaHuman technology, then carefully customized and integrated into the world of Give Us A Sign using our team's industry experience and art pipeline.
This approach allows us to build a solid foundation for deep character customization. During Early Access, customization options such as clothing and appearance will be intentionally limited while we focus on delivering the best possible gameplay experience. As development continues, we plan to expand these customization options over time. Steam post image ----------------------------------------------------------------------------------------------------------------
π Real-Life Animation References
Many of our animations begin with real-life reference recordings.
Sometimes that means grabbing a camera, acting out movements ourselves, and ending up with some unexpectedly funny moments. We thought it would be fun to share a small behind-the-scenes look at how some of our animations come to life.
Source
Changelog.gg summarizes and formats this update. How we read updates.
