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Steam News5 April 20264mo ago

Unified visual style and April 2026 update

When I started working on this game, I wasn't sure how to even create or acquire any of the visual assets I would need to bring the game to life.

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What changed

0 fixes1 addition2 changes0 removals
  • Gameplay
  • UI and audio
addedWhen I started working on this game, I wasn't sure how to even create or acquire any of the visual assets I would need to bring the game to life. I figured I would simply start with placeholders and work out the details later. After a while I started adding prettier assets bit by bit, either by buying asset packs from dedicated stores or by commissioning artists.
changedI eventually found an artist to create illustrations of enemies in my game that I really liked. It didn't really work with the rest of the imagery I cobbled together, but I enjoyed the illustrations and was able to create decent animations for them after taking the time to learn my way around a skeletal animation software. Still, the creatures looked horrifying (in a good way), but the rest of my visuals were leaning more in a direction of sciency/friendly. I took a look at the texts I was writing for the in-game events. They were rather dark - screwing over party members, maybe even sacrificing one of them, using the enemy's tainted power for yourself... maybe it was time to go a little darker in visual style as well. The biggest issue was the UI. It was flat and unobtrusive, but also cheap-looking (I made most of it myself), boring and didn't work with the rest of the game. So I found a UI set online that I could adapt for my game together with a fitting battle background, made some tests with it and... I like it a lot better.
changedAnd now I find myself completely re-working the entire UI for what feels like the 100th time.

Life Altered changes

addedWhen I started working on this game, I wasn't sure how to even create or acquire any of the visual assets I would need to bring the game to life. I figured I would simply start with placeholders and work out the details later. After a while I started adding prettier assets bit by bit, either by buying asset packs from dedicated stores or by commissioning artists.
changedI eventually found an artist to create illustrations of enemies in my game that I really liked. It didn't really work with the rest of the imagery I cobbled together, but I enjoyed the illustrations and was able to create decent animations for them after taking the time to learn my way around a skeletal animation software. Still, the creatures looked horrifying (in a good way), but the rest of my visuals were leaning more in a direction of sciency/friendly. I took a look at the texts I was writing for the in-game events. They were rather dark - screwing over party members, maybe even sacrificing one of them, using the enemy's tainted power for yourself... maybe it was time to go a little darker in visual style as well. The biggest issue was the UI. It was flat and unobtrusive, but also cheap-looking (I made most of it myself), boring and didn't work with the rest of the game. So I found a UI set online that I could adapt for my game together with a fitting battle background, made some tests with it and... I like it a lot better.
changedAnd now I find myself completely re-working the entire UI for what feels like the 100th time.

When I started working on this game, I wasn't sure how to even create or acquire any of the visual assets I would need to bring the game to life. I figured I would simply start with placeholders and work out the details later. After a while I started adding prettier assets bit by bit, either by buying asset packs from dedicated stores or by commissioning artists.

At first I wanted pixel art. I hoped I would be able to learn how to make acceptable pixel art myself. But after some time I realized that I just didn't have it in me and commissioning good pixel art was expensive. I also couldn't find the kind of assets I would need in asset packs. I love pixel art, but sadly I just didn't have the budget for it.

I eventually found an artist to create illustrations of enemies in my game that I really liked. It didn't really work with the rest of the imagery I cobbled together, but I enjoyed the illustrations and was able to create decent animations for them after taking the time to learn my way around a skeletal animation software. Still, the creatures looked horrifying (in a good way), but the rest of my visuals were leaning more in a direction of sciency/friendly. I took a look at the texts I was writing for the in-game events. They were rather dark - screwing over party members, maybe even sacrificing one of them, using the enemy's tainted power for yourself... maybe it was time to go a little darker in visual style as well. The biggest issue was the UI. It was flat and unobtrusive, but also cheap-looking (I made most of it myself), boring and didn't work with the rest of the game. So I found a UI set online that I could adapt for my game together with a fitting battle background, made some tests with it and... I like it a lot better.

Steam post image(still a work in progress though - I know the icons on the dice look too cute)

And now I find myself completely re-working the entire UI for what feels like the 100th time.

Anyway, that's what I'm working on for probably the rest of April. It kinda starts to feel like I could release a Steam demo at the end of the year.

Source

Steam News / 5 April 2026

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