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Steam News11 June 202624d ago

Wobble

Hello, I’m Tobi. Every week I write about the development process of our game Paul. Paul combines turn-based combat, dungeon crawling and exploring in a hand-designed world.

In this update3

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  • Gameplay
changedHello, I’m Tobi. Every week I write about the development process of our game Paul. Paul combines turn-based combat, dungeon crawling and exploring in a hand-designed world. The DevLog is for me to reflect on and document production stages, but of course also for all those who are interested in how Paul's world gradually takes shape. So, this is what happened during the last few days:
addedAnimationBesides the usual challenge of not losing track of everything, a lot of last week revolved around animation. Two new enemies have now joined the game with their animations fully implemented: “Black Riding Hood” and the “Tower Bird.” While working on them, I also spent some time refining the animation system. Animations now react to character movement as well. You can see it nicely in the video. The characters wobble and sway a little depending on how they move. It’s a small detail, but as a former animator, I’m absolutely thrilled that I finally found a way to blend the character animations more naturally with their actions and the world around them.
changedFleshing out the WorldAt the same time, the world continues to grow step by step. I’m getting a much better sense of the overall scope of the game and everything that’s still missing. Most areas are already laid out in a rough form, and right now I’m focusing on gradually fleshing them out, both from a storytelling and gameplay perspective.

Paul changes

changedHello, I’m Tobi. Every week I write about the development process of our game Paul. Paul combines turn-based combat, dungeon crawling and exploring in a hand-designed world. The DevLog is for me to reflect on and document production stages, but of course also for all those who are interested in how Paul's world gradually takes shape. So, this is what happened during the last few days:
addedBesides the usual challenge of not losing track of everything, a lot of last week revolved around animation. Two new enemies have now joined the game with their animations fully implemented: “Black Riding Hood” and the “Tower Bird.” While working on them, I also spent some time refining the animation system. Animations now react to character movement as well. You can see it nicely in the video. The characters wobble and sway a little depending on how they move. It’s a small detail, but as a former animator, I’m absolutely thrilled that I finally found a way to blend the character animations more naturally with their actions and the world around them.
changedAt the same time, the world continues to grow step by step. I’m getting a much better sense of the overall scope of the game and everything that’s still missing. Most areas are already laid out in a rough form, and right now I’m focusing on gradually fleshing them out, both from a storytelling and gameplay perspective.

Hello, I’m Tobi. Every week I write about the development process of our game Paul. Paul combines turn-based combat, dungeon crawling and exploring in a hand-designed world. The DevLog is for me to reflect on and document production stages, but of course also for all those who are interested in how Paul's world gradually takes shape. So, this is what happened during the last few days:

Animation

Besides the usual challenge of not losing track of everything, a lot of last week revolved around animation. Two new enemies have now joined the game with their animations fully implemented: “Black Riding Hood” and the “Tower Bird.” While working on them, I also spent some time refining the animation system. Animations now react to character movement as well. You can see it nicely in the video. The characters wobble and sway a little depending on how they move. It’s a small detail, but as a former animator, I’m absolutely thrilled that I finally found a way to blend the character animations more naturally with their actions and the world around them.

Fleshing out the World

At the same time, the world continues to grow step by step. I’m getting a much better sense of the overall scope of the game and everything that’s still missing. Most areas are already laid out in a rough form, and right now I’m focusing on gradually fleshing them out, both from a storytelling and gameplay perspective.

THX

I’d also like to take this opportunity to thank the supporters on Itch: thank you! And of course, every comment, like, and wishlist click is greatly appreciated as well. Alright, that’s enough writing for now. Take care and have a great week! I’m going to grab something to eat, and then it’s back to working on Paul.

Best, Tobi

Grab the preview version of Paul on our website

Source

Steam News / 11 June 2026

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