HomeGamesUpdatesPricingMethodology
Steam News23 March 20263mo ago

Devlog 2 - Week 7

Week 7 - Coffins, Curses and Cell Shading This was an extremely productive week. Should I stop right there? Should I just take your trust for granted? Everything is in the title, right!?

Full notes

Full GraveDiggers update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions9 changes0 removals
  • Store
  • Events
  • Gameplay
  • Performance
  • Balance
  • Server
changedPut the body in the coffinView store page
changedPut the body in the coffinA first really nice step, but next it needed to be linked to the interaction system of the game. This was not a big challenge, and one just recycled the system for dragging the coffin.
changedPut the body in the coffinView store page
addedPut the body in the coffinThen one had to finally put the body in the coffin. There was a load of fixing the ragdoll and adding effects to make it look better. Now a VFX spawns, and the body gets in the coffin and gets smaller and smaller.
changedPut the body in the coffinView store page
addedCell shadingCell shading is loved by a load of people. Until unit 6.3 it had to be handmade... but now it's just a simple shader template already included in the engine. The total conversion time of all the materials was under 30 min of work. Then as a team we made some adjustments to the shader and added fog support.

Week 7 - Coffins, Curses and Cell Shading

This was an extremely productive week. Should I stop right there? Should I just take your trust for granted? Everything is in the title, right!?

Ok, I admit there were some struggles. But what's the point of making anything if you don't ever struggle?

Put the body in the coffin

Initially we wanted to be able to open the coffin, drag the body in it, and set it in a pose. Well, this is pretty expensive to do. So one had to choose to cut the expenses so as a team we could meet the deadline (1st of April [Again not a joke]).

But you wonder how? Well, gamedev cheat. That is the true story. This mechanic was divided into multiple sub-mechanics.

Moving the ragdolling body:

View store page

A first really nice step, but next it needed to be linked to the interaction system of the game. This was not a big challenge, and one just recycled the system for dragging the coffin.

View store page

Then one had to finally put the body in the coffin. There was a load of fixing the ragdoll and adding effects to make it look better. Now a VFX spawns, and the body gets in the coffin and gets smaller and smaller.

View store page

Cell shading

Cell shading is loved by a load of people. Until unit 6.3 it had to be handmade... but now it's just a simple shader template already included in the engine. The total conversion time of all the materials was under 30 min of work. Then as a team we made some adjustments to the shader and added fog support.

View store page

ps : if you are a dev and want a quick tutorial I can definitly make one :)

Car Controls rework

The car controls where rework is added to add a load of functionalities and make it easier to control.

View store page

The curse system

The last core system of the game. The more time goes, the more you get cursed. Curse is kind of a currency automatically buying curses (not superpowers like in Jujutsu Kaisen). Each curse is significantly impacting control inversion, endurance depletion, slippery hands, automatic friendly fire, etc. Also, curses are limited in time. Finally, each day the cursing gets faster, making the game harder and harder. For this system we made some sick full-screen shaders:

View store page

Ok, thanks for reading :)

Week 8 is going to be the final straight line toward the release of the first public playable demo. There is a load of work ahead. Like A LOT. Do not hesitate to wishlist, follow our progress on social media, and join the Discord server !!!

Source

Steam News / 23 March 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.