Full notes
Full Labyrinth: Veins of the Machine update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone,
What changed
- Gameplay
- Performance
Labyrinth: Veins of the Machine changes
We wanted to give a quick update on the Labyrinth demo and the project as a whole.
We’ve decided to take more time on the demo. Right now, it’s just not where we want it to be in terms of quality, and we do not want to rush out something that feels unfinished. We want to keep improving the gameplay, clean things up more, and make sure the demo gives a better first impression of what Labyrinth is supposed to be.
We’re also moving development over to Unreal Engine. With how important the mechanics, hands-on interaction, and patrol system are for Labyrinth, it makes more sense for us to build it in the engine we want to use moving forward instead of switching later.
We know some people may have concerns about performance, and that is still something we care a lot about. We do not want to make something that shuts out players on lower-end PCs, so optimization will continue to be a major priority for us as development moves forward.
We’ll keep sharing progress as things move along. Thank you all for the support, patience, and interest in Labyrinth. We’re excited to show more when we’re ready.
Source
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