Full notes
Full No Clean Start update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
No Clean Start changes
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 — and letting them change how you move, how you think, and how you survive.
This game is built around repetition, failure, and observation. Not as punishment, but as a learning process.
Every run is an attempt, not a reset. The world reacts. It remembers patterns, behaviors, and decisions. And what player learns matters more than what he unlocks.
From a design perspective, this means focusing on systems before scale. Because spaces are contained, readable, and intentional.
And movement, interactions, and progression are built to reinforce tension and awareness rather than speed or power.
Development of NO CLEAN START is being shared openly from the very beginning. This page will act as a development diary — a place where design decisions, experiments, mistakes, and changes are documented as they happen.
Some things will evolve. Some will be removed. Some ideas will prove wrong.
That’s part of the process.
A playable demo is planned for this Winter. Until then, we’ll be sharing regular updates about systems, structure, and the reasoning behind the design.
If this approach resonates with you, you’re welcome to follow the journey.
— Riccardo
Source
Changelog.gg summarizes and formats this update. How we read updates.
