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Steam News26 March 20263mo ago

Building the Castle, Come Take a Look

Hello World, I am very excited to bring, what I'll call the definitive experience, of Project - Labyrinth that I wish for all of you experience soon.

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Full Project - Labyrinth update

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Repeated intro

Hello World, I am very excited to bring, what I'll call the definitive experience, of Project - Labyrinth that I wish for all of you experience soon. Steam post image (These are objects, I slap textures over, I really like how its starting to come out, as I've improved at doing so., made my own books too.) Act 1 and its first dungeon laid the groundwork and skeleton for what I feel this game should be. Act 2 will expand on that, with more polish in the areas that need it — so it feels like a game, and not just a sequence of events.

What changed

0 fixes1 addition5 changes0 removals
  • Events
  • UI and audio
  • Gameplay
  • Store
changedHello World, I am very excited to bring, what I'll call the definitive experience, of Project - Labyrinth that I wish for all of you experience soon. Steam post image (These are objects, I slap textures over, I really like how its starting to come out, as I've improved at doing so., made my own books too.) Act 1 and its first dungeon laid the groundwork and skeleton for what I feel this game should be. Act 2 will expand on that, with more polish in the areas that need it — so it feels like a game, and not just a sequence of events.
changedVisual Clarity for Attacks This started as an idea to make each attack and encounter feel unique — not just the same three slashes. The goal going forward is the visual satisfaction of seeing cards interact, a big ol' BUST text with visual SFX, and sprite effects indicating the enemy is stunned. I am also working on animating the cards in some capacity.
changedEquipment There isn't a lot of equipment currently — that's being worked on. The goal is to make equipment and item creation an integral part of gameplay, so you can experiment with combinations and make different things. (Heavily inspired by Star Ocean 3's item creation.)
changedParty Members Combat will remain solo focused, but assist-style helpers will be able to do a thing. One party member might eat an enemy card, another might block an attack every X turns — small additions that make gameplay more interesting, assignable straight from the menu. Steam post image What to Expect Act 2 is longer and larger than Act 1. It's split into three sections with a main Hub area where you can interact with your companions, upgrade gear, and prepare. Each section has a boss with its own mechanics, and normal enemies will be more manageable — especially once the updated combat system drops.
changedThis dungeon will feature quite a few enemies with real variety. I pretty much look at unsettling imagery and ask — can I make an enemy out of this? A concept I've been playing with is Collage Surrealism — I'll leave the reason for that as a spoiler. You may have also noticed I've been animating differently. Ideally I want to stick with transform movement on X, Y, and Z, but incorporate frames for more visual clarity. That about wraps it, up I wish I could share more, but look forward to more updates in the near future. also
addedAct 2 will be completely free for everyone who has purchased the base game. take care I also want to add, Project - Labyrinth is on sale 40% off. grab it while you can. Or Wishlist. it helps out a lot.

Project - Labyrinth changes

changedHello World, I am very excited to bring, what I'll call the definitive experience, of Project - Labyrinth that I wish for all of you experience soon. Steam post image (These are objects, I slap textures over, I really like how its starting to come out, as I've improved at doing so., made my own books too.) Act 1 and its first dungeon laid the groundwork and skeleton for what I feel this game should be. Act 2 will expand on that, with more polish in the areas that need it — so it feels like a game, and not just a sequence of events.
changedVisual Clarity for Attacks This started as an idea to make each attack and encounter feel unique — not just the same three slashes. The goal going forward is the visual satisfaction of seeing cards interact, a big ol' BUST text with visual SFX, and sprite effects indicating the enemy is stunned. I am also working on animating the cards in some capacity.
changedEquipment There isn't a lot of equipment currently — that's being worked on. The goal is to make equipment and item creation an integral part of gameplay, so you can experiment with combinations and make different things. (Heavily inspired by Star Ocean 3's item creation.)
changedParty Members Combat will remain solo focused, but assist-style helpers will be able to do a thing. One party member might eat an enemy card, another might block an attack every X turns — small additions that make gameplay more interesting, assignable straight from the menu. Steam post image What to Expect Act 2 is longer and larger than Act 1. It's split into three sections with a main Hub area where you can interact with your companions, upgrade gear, and prepare. Each section has a boss with its own mechanics, and normal enemies will be more manageable — especially once the updated combat system drops.
changedThis dungeon will feature quite a few enemies with real variety. I pretty much look at unsettling imagery and ask — can I make an enemy out of this? A concept I've been playing with is Collage Surrealism — I'll leave the reason for that as a spoiler. You may have also noticed I've been animating differently. Ideally I want to stick with transform movement on X, Y, and Z, but incorporate frames for more visual clarity. That about wraps it, up I wish I could share more, but look forward to more updates in the near future. also

Addressing the Elephants in the Room

Visual Clarity for Attacks This started as an idea to make each attack and encounter feel unique — not just the same three slashes. The goal going forward is the visual satisfaction of seeing cards interact, a big ol' BUST text with visual SFX, and sprite effects indicating the enemy is stunned. I am also working on animating the cards in some capacity.

Equipment There isn't a lot of equipment currently — that's being worked on. The goal is to make equipment and item creation an integral part of gameplay, so you can experiment with combinations and make different things. (Heavily inspired by Star Ocean 3's item creation.)

Party Members Combat will remain solo focused, but assist-style helpers will be able to do a thing. One party member might eat an enemy card, another might block an attack every X turns — small additions that make gameplay more interesting, assignable straight from the menu. Steam post image What to Expect Act 2 is longer and larger than Act 1. It's split into three sections with a main Hub area where you can interact with your companions, upgrade gear, and prepare. Each section has a boss with its own mechanics, and normal enemies will be more manageable — especially once the updated combat system drops.

This dungeon will feature quite a few enemies with real variety. I pretty much look at unsettling imagery and ask — can I make an enemy out of this? A concept I've been playing with is Collage Surrealism — I'll leave the reason for that as a spoiler. You may have also noticed I've been animating differently. Ideally I want to stick with transform movement on X, Y, and Z, but incorporate frames for more visual clarity. That about wraps it, up I wish I could share more, but look forward to more updates in the near future. also

Act 2 will be completely free for everyone who has purchased the base game. take care I also want to add, Project - Labyrinth is on sale 40% off. grab it while you can. Or Wishlist. it helps out a lot.

Source

Steam News / 26 March 2026

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