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Steam News4 April 20264mo ago

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.

In this update9

Full notes

Full No Clean Start update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix2 additions7 changes0 removals
  • Gameplay
  • UI and audio
  • Fixes
  • Balance
  • Maps
  • Performance
addedSteam post imageAI Interaction: Distraction as a ToolThis adds a layer of decision-making that goes beyond shooting, especially in constrained or high-risk situations.
addedSteam post imageThrowable DistractionsWe introduced simple throwable objects, such as stones, that can be used to:
changedSteam post imageThrowable Distractionsgenerate sound on impact
changedSteam post imageThrowable Distractionsinfluence movement patterns
fixedKey characteristics:fixed fuse (no impact detonation)
changedSystem IntegrationAI perception (light, sound, proximity)

No Clean Start changes

addedThis adds a layer of decision-making that goes beyond shooting, especially in constrained or high-risk situations.
addedWe introduced simple throwable objects, such as stones, that can be used to:
changedgenerate sound on impact
changedinfluence movement patterns
fixedfixed fuse (no impact detonation)

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, we’re continuing to see the game take shape in a way that is increasingly aligned with our initial vision, which is encouraging for the whole team.

Steam post imageAI Interaction: Distraction as a Tool

One of our goals is to give players indirect ways to manage encounters, not just through combat.

We’ve been working on systems that allow players to:

  • redirect enemy attention

  • create temporary safe paths

  • break line-of-sight pressure

This adds a layer of decision-making that goes beyond shooting, especially in constrained or high-risk situations.

Steam post imageThrowable Distractions

We introduced simple throwable objects, such as stones, that can be used to:

  • generate sound on impact

  • attract nearby enemies

  • influence movement patterns

These tools are intentionally lightweight and predictable, so players can rely on them without introducing unnecessary complexity.

Timed Grenades

We also implemented timed grenades as a complementary system.

Key characteristics:

  • fixed fuse (no impact detonation)

  • clear anticipation window

  • strong area denial effect

Compared to distractions, grenades serve a different role:

  • forcing enemies out of positions

  • creating temporary space

  • resolving high-pressure situations

The distinction between “noise tools” and “destructive tools” is something we are actively refining.

System Integration

An important part of this work has been ensuring that all these elements interact coherently with existing systems:

  • AI perception (light, sound, proximity)

  • deterministic simulation per run

  • encounter balance

The goal is to keep behaviors readable and consistent, even as more systems are layered together.

Current State

At this stage, most of the core interactions are functional and integrated into the main loop.

We are now focusing on:

  • tuning responsiveness and timing

  • improving feedback clarity

  • validating edge cases during longer play sessions

Build Progress

Work on the upcoming build is progressing steadily.

The current focus is on:

  • stability

  • consistency across runs

  • overall gameplay readability

We’re increasingly satisfied with how the different systems are coming together, and we’re looking forward to making the build available for players to try soon.

Next Update

In the next update, we’ll share more details about:

  • encounter design

  • pacing and tension management

  • how different systems combine during a full run

Thanks for your support.

Source

Steam News / 4 April 2026

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