Update log
Full SHADE WALKERS update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello everyone, and Happy New Year.
Extracted changes
- Gameplay
- UI and audio
- Store
- Maps
I’ve posted a new progress video on YouTube:
[dynamiclink href="https://www.youtube.com/watch?v=9BW0w2AD7fk"]
Below is a clear, condensed summary of what’s new.
Lobby Updates: Level / Characters / Rulebook
Player Level (UI WIP) Player-specific level saving is implemented. The UI display still needs work, but the system itself is functioning. This level is mainly an indicator of how much you’ve played.
6 Base Characters (no duplicates) There are 6 base characters, and duplicates are not allowed in a match — it’s first come, first served.
Skins Skins can be swapped freely.
Rulebook Added A Rulebook has been placed so players can review the rules in more detail by category. The layout/positioning will still be refined, but the foundation is in place.
Tutorial (Nearly Complete)
Dedicated tutorial stage (with BGM)
Controls appear in the top-left and fade after a short time
Progression is guided with dialogue + popups, and the camera focuses on key points
Includes essential learning moments like bandage pickup, flashlight use, and a cinematic sequence
Also includes a “missing item” step to encourage exploration (not just handholding)
Map Progress + Blueprint Classrooms (Changes Every Match)
The school map has 3 floors. Floors 1 and 2 are mostly complete, and Floor 3 is next.
Most classrooms are now managed with a Blueprint-based classroom system for both production speed and replayability:
Desk/chair layouts can be changed by adjusting simple numeric parameters
A Chaos Level can affect desk rotation, chair offsets, desk visibility, and even curtain openness
These variations are randomized each match, meaning navigation, sightlines, and item searching can change every round
New Areas / Routes
A small courtyard has been added. You can read player movement through windows from the opposite side. Note: leaving lights on can make you easier to spot, so visibility becomes part of the mind game.
A new corridor route on Floor 2 has been added (some parts are still unfinished).
Lighting is not finalized yet. Atmosphere is critical, so the lighting pass will be done carefully later.
Multiplayer Sync Check
I also verified multiplayer visibility/sync in the newly added areas (including cross-window visibility). Multiplayer correctness is non-negotiable, so this is being checked thoroughly.
Next Goal
A Closed Alpha Test is planned soon. Recruitment will open later, and I’d really appreciate strong feedback from participants.
Going forward, I plan to post progress updates about once a week, focusing on meaningful milestones and player-facing improvements.
Source
