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Steam News7 September 202511mo ago

INANIMA Development Update

Hello everyone! We’re back with a new chapter in the development of INANIMA. These past few months have been a real rollercoaster: thrilling moments that remind us why we love making games… and others that are a bit mor

In this update5

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Full INANIMA update

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What changed

0 fixes4 additions2 changes0 removals
  • Gameplay
  • Events
  • Maps
addedHello everyone!We’re back with a new chapter in the development of INANIMA . These past few months have been a real rollercoaster: thrilling moments that remind us why we love making games… and others that are a bit more tedious, the kind that feel endless but are absolutely essential to keep everything working.
changedEnemies with Brains (and Full Bellies)And that’s not all: these creatures have the nasty habit of swallowing just about anything they come across. Sometimes, defeating them might bring you a little reward in the form of loot—making the risk and the spent ammo worth it.
addedPuzzles that Tell a StoryWe’ve finished implementing several of the key puzzles. Our goal has been to make them feel naturally integrated into the world and narrative, avoiding that “what’s this doing here?” feeling. Each puzzle is designed not only to be satisfying to solve, but also to add meaning, coherence, and depth to the universe of INANIMA .
changedBuilding Spira, Piece by PieceThe general map is now connected and ready to explore. This has been one of the heaviest tasks: we’re talking about HUNDREDS of doors linking rooms and zones, all functioning. The next step is fine-tuning pacing and transitions so exploration flows more smoothly.
addedWhat’s NextIn the coming months, we’ll focus on finishing the remaining areas and adding those small details that turn a game into an unforgettable experience. Our goal is to reach the final stretch with everything polished so that INANIMA becomes exactly what we envisioned from the very beginning.
addedWhat’s NextAs you know, at Obscure Tales we’re just two people building all of this. That’s why every step forward, no matter how small, feels like a huge achievement for us. Thank you for being there and for joining us on this dark and strange journey.

INANIMA changes

addedWe’re back with a new chapter in the development of INANIMA . These past few months have been a real rollercoaster: thrilling moments that remind us why we love making games… and others that are a bit more tedious, the kind that feel endless but are absolutely essential to keep everything working.
changedAnd that’s not all: these creatures have the nasty habit of swallowing just about anything they come across. Sometimes, defeating them might bring you a little reward in the form of loot—making the risk and the spent ammo worth it.
addedWe’ve finished implementing several of the key puzzles. Our goal has been to make them feel naturally integrated into the world and narrative, avoiding that “what’s this doing here?” feeling. Each puzzle is designed not only to be satisfying to solve, but also to add meaning, coherence, and depth to the universe of INANIMA .
changedThe general map is now connected and ready to explore. This has been one of the heaviest tasks: we’re talking about HUNDREDS of doors linking rooms and zones, all functioning. The next step is fine-tuning pacing and transitions so exploration flows more smoothly.
addedIn the coming months, we’ll focus on finishing the remaining areas and adding those small details that turn a game into an unforgettable experience. Our goal is to reach the final stretch with everything polished so that INANIMA becomes exactly what we envisioned from the very beginning.

Hello everyone!

We’re back with a new chapter in the development of INANIMA. These past few months have been a real rollercoaster: thrilling moments that remind us why we love making games… and others that are a bit more tedious, the kind that feel endless but are absolutely essential to keep everything working.

Enemies with Brains (and Full Bellies)

The enemy AI has received a proper overhaul. They now move, attack, and react in a much more logical way, forcing you to think twice before jumping into combat.

And that’s not all: these creatures have the nasty habit of swallowing just about anything they come across. Sometimes, defeating them might bring you a little reward in the form of loot—making the risk and the spent ammo worth it.

Puzzles that Tell a Story

We’ve finished implementing several of the key puzzles. Our goal has been to make them feel naturally integrated into the world and narrative, avoiding that “what’s this doing here?” feeling. Each puzzle is designed not only to be satisfying to solve, but also to add meaning, coherence, and depth to the universe of INANIMA.

Building Spira, Piece by Piece

The world continues to take shape. Some areas are already fully completed, others are still in progress.

The general map is now connected and ready to explore. This has been one of the heaviest tasks: we’re talking about HUNDREDS of doors linking rooms and zones, all functioning. The next step is fine-tuning pacing and transitions so exploration flows more smoothly.

Spira is a vast place and, believe us, getting lost here will be very easy… and very much part of the experience.

What’s Next

In the coming months, we’ll focus on finishing the remaining areas and adding those small details that turn a game into an unforgettable experience. Our goal is to reach the final stretch with everything polished so that INANIMA becomes exactly what we envisioned from the very beginning.

As you know, at Obscure Tales we’re just two people building all of this. That’s why every step forward, no matter how small, feels like a huge achievement for us. Thank you for being there and for joining us on this dark and strange journey.

Source

Steam News / 7 September 2025

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