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Steam News18 May 20261mo ago

Behind the Scenes: Pierrot

Hello everyone! It’s been a couple of weeks since our last dev diary, and we’re back with new details about development and some interesting things that will appear in our game.

Full notes

Full Pierrot update

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Hello everyone!

What changed

0 fixes3 additions1 change0 removals
  • Gameplay
  • UI and audio
addedIt’s been a couple of weeks since our last dev diary, and we’re back with new details about development and some interesting things that will appear in our game.
addedIn each new diary, we’ll try to focus on one specific mechanic and go a bit deeper into it.
changedIn these moments, Pierrot doesn’t move very gracefully — but that’s part of the experience. He’s not an acrobatic hero, he’s a puppet. That’s why we want this mechanic to feel physical. The player shouldn’t just press a “climb” button, but actually help Pierrot grab, reach, slip, and find support again.
addedAnd finally — a few screenshots from the new level. Development is still in full swing.

Pierrot changes

addedIt’s been a couple of weeks since our last dev diary, and we’re back with new details about development and some interesting things that will appear in our game.
addedIn each new diary, we’ll try to focus on one specific mechanic and go a bit deeper into it.
changedIn these moments, Pierrot doesn’t move very gracefully — but that’s part of the experience. He’s not an acrobatic hero, he’s a puppet. That’s why we want this mechanic to feel physical. The player shouldn’t just press a “climb” button, but actually help Pierrot grab, reach, slip, and find support again.
addedAnd finally — a few screenshots from the new level. Development is still in full swing.

It’s been a couple of weeks since our last dev diary, and we’re back with new details about development and some interesting things that will appear in our game.

In each new diary, we’ll try to focus on one specific mechanic and go a bit deeper into it.

Today we’re talking about climbing — or rather, grabbing, pulling yourself up, and not falling off!

Pierrot will have to go through many challenges, but we bet you didn’t expect traversal and obstacle navigation to be part of them as well.

Some areas in the game cannot be crossed without using specific parkour elements. Pierrot will be able to grab onto objects and pull himself up, and to move successfully, the player will need to alternate between hands. Each hand is controlled with the left and right mouse buttons.

In some places, Pierrot will literally cling to anything that can support his weight: chains, ledges, rocks, beams, and other environmental objects.

Sometimes you’ll need to slowly pull yourself upward, hand over hand. Other times, you’ll have to act more sharply, almost jumping from one support point to another.

In these moments, Pierrot doesn’t move very gracefully — but that’s part of the experience. He’s not an acrobatic hero, he’s a puppet. That’s why we want this mechanic to feel physical. The player shouldn’t just press a “climb” button, but actually help Pierrot grab, reach, slip, and find support again.

You’ll likely need a bit of time to get used to it, but we’re actively polishing it to make the controls feel intuitive, responsive, and comfortable.

And finally — a few screenshots from the new level. Development is still in full swing.

Thank you for your support!

Thanks for following the development and supporting us.

There’s much more to come!

Source

Steam News / 18 May 2026

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