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Steam News13 December 20241y ago

Devlog #4

Devlog 4 Hey everyone ! I owe you an apology for skipping last month’s devlog things have been intense these past two months, and there’s a lot to catch up on. So, let’s dive in! What's been going on ?

Full notes

Full Seclusion update

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

What changed

0 fixes6 additions9 changes0 removals
  • Gameplay
  • Events
  • Maps
  • Performance
changedWhat's been going on ?Right now, Seclusion is in its third "iteration." Basically, this means I’ve reworked the game twice before reaching the current version. A lot of previous work has been rethought, rewritten, and rebuilt from scratch.
changedWhat's been going on ?The biggest milestone so far? Rebuilding Explorer Mode from the ground up. There’s still work to be done on Story Mode, but we’re getting closer. The biggest challenge ahead is level design it’s going to take time, but I’m up for it and its going great so far.
changedExplorer mode UpdatesThe Explorer Mode has seen massive progress recently. Here’s a quick rundown of what got reworked :
changedExplorer mode UpdatesGameplay loop
changedExplorer mode UpdatesEverything is more optimized and (hopefully!) more fun to play. 🎮
changedRefined Gameplay loopThe gameplay loop of the explorer mode has been refined a bit. The main idea was wander in procedurally generated levels and find the exit. It hasn't changed but the exit of each level has to be unlocked now by finding key items scattered around the level.

Devlog 4

Hey everyone ! I owe you an apology for skipping last month’s devlog things have been intense these past two months, and there’s a lot to catch up on. So, let’s dive in!

What's been going on ?

First off, working on Seclusion has been an incredible learning experience. The game has evolved so much since its inception. what I envisioned at the start is almost completely different from what it’s becoming today.

Right now, Seclusion is in its third "iteration." Basically, this means I’ve reworked the game twice before reaching the current version. A lot of previous work has been rethought, rewritten, and rebuilt from scratch.

For context, the demo you played represents the "second" version of the game. While the core concept remains (wandering in places that don't make sense), things have shifted. I skipped the last devlog because I was neck-deep in transitioning everything to this third version. It’s been exhausting but rewarding.

The biggest milestone so far? Rebuilding Explorer Mode from the ground up. There’s still work to be done on Story Mode, but we’re getting closer. The biggest challenge ahead is level design it’s going to take time, but I’m up for it and its going great so far.

Explorer mode Updates

The Explorer Mode has seen massive progress recently. Here’s a quick rundown of what got reworked :

  • Procedural generation

  • Save systems

  • Entities

  • Gameplay loop

  • Item systems

  • Multiplayer

Everything is more optimized and (hopefully!) more fun to play. 🎮

Refined Gameplay loop

The gameplay loop of the explorer mode has been refined a bit. The main idea was wander in procedurally generated levels and find the exit. It hasn't changed but the exit of each level has to be unlocked now by finding key items scattered around the level.

There still is a lot of walking but there are more encounters with the entities and the blackouts can now happen in almost any level, bringing with them the playful smilers ^^

There’s a twist : transitionary levels between stages might appear, adding variety and mystery.

Gameplay Enhancements

Here’s what’s new:

  • Dynamic Gameplay : The "Game Master" system adapts challenges to keep things engaging.

  • Overhauled Items & Inventory : Clean, modular, and easy to use. More interactive items like throwable cans to distract entities or focused flashlight beams to scare off certain creatures.

  • Smarter EntitiesThey now have unique behaviors, better AI, and improved optimization for both performance and multiplayer mechanics.

Future of Explorer Mode :

I envision Explorer Mode evolving into a sandbox-style experience where players can team up, trade items, and offer help. As more levels get added post-launch, I think it's with more and more content over time that this mode will truly shine.

Story Mode Updates :

Story Mode is coming along, but it’s been a tougher nut to crack. While Explorer Mode focuses on action and replayability, Story Mode is all about atmosphere and immersion. Think walking sim vibes, but with gameplay sequences to keep things engaging. (Don’t worry, it won’t just be walking!)

Some levels from the reveal trailer like Level Fun and The Poolrooms won’t be part of the initial Early Access release. They’re key to later chapters, and including them early wouldn’t make sense for the narrative. It’s a tough call, but I want the story to feel cohesive.

The Current state of Seclusion

This is the final iteration of the game. After reworking things multiple times, I’m finally happy with how polished and professional it looks and feels. The code is modular and optimized, making future updates and adding content will be much smoother and quick on my end.

Looking Ahead : Early Access Release

If all goes according to plan, Seclusion will enter Early Access next month! Here’s what you can expect:

Note that the story mode of course has entities, mechanics and items that won't be listed here. Some of them are shared with the explorer mode, others are unique to the story mode.

Story Mode :

  • Chapter 1

Explorer Mode :

  • 3 levels + 1 transitionary level

  • 5 unique entities

  • 20+ items

It’s a bit light on content, but that’s intentional. I want to release a solid foundation and expand based on your feedback. (That’s the whole point of Early Access, right?)

Playtests incoming !

Even though the game is in better shape than ever, I’m sure there are many bugs lurking around. That’s where you come in! (if you want to help) The Explorer Mode playtest will officially be available in just a few days, featuring The Level 0 : The lobby. Let’s find those bugs and squash’em ! 🐛💪

Closing thoughts

Thank you so much for sticking with me and supporting Seclusion. On my end, This journey has been incredible so far and it is only the beginning. I can’t wait to hear your thoughts and see you all... in between the walls.

See you soon, Pepeto

Source

Steam News / 13 December 2024

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