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- No Clean Start
A Small Glimpse
A Small Glimpse Over the past few months we've been sharing the systems behind NO CLEAN START through our development diaries. Today we'd simply like to show a small glimpse of the game in motion. View store page This s…
Store3 changesPerformanceGameplay - No Clean Start
Approaching the First Playtest
Hi all, Over the past few months we've shared many of the systems that make up NO CLEAN START: encounters, enemy behaviors, player classes, weapons and progression. Most of those systems are now in place. Our focus has…
Announcement4 changesGameplayUI/audio - No Clean Start
No Clean Start – Dev Update #6
Hi all. Over the past few weeks we've been focusing less on introducing entirely new systems and more on expanding the ones that are already in place. A large part of development has been dedicated to increasing gamepla…
Patch notes8 changesGameplayPerformance - No Clean Start
No Clean Start – Dev Update #5
When Not Everything Comes Close So far, most of the threats we’ve shown have been based on proximity. Shamblers, by design, create pressure by forcing the player into close-range decisions — when to approach, when to di…
Patch notes4 changesGameplay - No Clean Start
Rebirth / No Clean Start – Dev Update #4
Classes Are Not Just Loadouts Up to this point, we’ve talked about space, encounters, and the systems that shape them. This week, we’re introducing something that directly affects how players approach all of those syste…
Event12 changesBalanceGameplay - No Clean Start
Rebirth / No Clean Start – Dev Update #3
Hi everyone, in this update we want to share a new enemy type we’ve been working on over the past days, and how it fits into the broader light/dark gameplay systems. As with most of our recent work, the focus is not jus…
Patch notes12 changesGameplayUI/audio - No Clean Start
Rebirth / No Clean Start – Dev Update #2
Hi everyone, welcome back to our weekly update. Over the past week, we focused on expanding interaction systems related to enemy behavior, particularly around distraction tools and throwable devices. At the same time, w…
Patch notes10 changesFixGameplay - No Clean Start
Rebirth / No Clean Start – Dev Update #1
Hi everyone, with this first dev update we want to start sharing a more concrete look at the current state of Rebirth / No Clean Start, as we approach the first build we’re preparing for the coming weeks. This build wil…
Event13 changesGameplayMaps - No Clean Start
The Shambler: One Type, Many Behaviors
In previous updates we talked about space, encounters and the systems that shape them. This week we want to focus on the main inhabitant of those spaces: the Shambler. At first glance, it may look like a single enemy ty…
Store5 changesFixGameplay - No Clean Start
Encounters Are Not Random
So far we’ve talked about space, doors and movement — the foundations of how the player experiences the world. But a world without encounters is just architecture. Over the past weeks, a large part of development has sh…
Event8 changesGameplayMaps - No Clean Start
No Clean Start – Designing Tension Through Space
Steam post imageIn No Clean Start, the building itself doesn’t change between runs. The layout is always the same: corridors, offices, courtyards, maintenance areas. What changes is how the player can move through that…
Patch notes7 changesFixGameplay - No Clean Start
Foundations: Why Space Comes Before Everything Else
Before systems, mechanics, or enemies, we started with space. In NO CLEAN START, space is not just a container for gameplay. It’s the first system the player interacts with. Long before any explicit rule is introduced,…
Announcement4 changesGameplayUI/audio - No Clean Start
FIRST DEV DIARY – NO CLEAN START
This is not a clean start. And it was never meant to be one. NO CLEAN START was born from the idea that restarting doesn’t mean erasing what came before. It means carrying mistakes, knowledge, and consequences forward —…
Announcement2 changesGameplay






