[Development Notes] State of the Game - January/26
Since our last post about the new teaser, we are starting this new experience of sharing our development notes as a way to pull back the curtain on our daily work and document the game's progression.
Full notes
Full Sparky Rush: Purrils in Pawsville! update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
3 fixes4 additions0 changes0 removals
Gameplay
Fixes
addedSince our last post about the new teaser, we are starting this new experience of sharing our development notes as a way to pull back the curtain on our daily work and document the game's progression. Our goal is to be more closely connected with our public, giving you a transparent look at the milestones we reach and the challenges we tackle as we bring this project to life.
addedThe final stretch of 2025 was all about laying the groundwork and finding the heart of our world. Throughout December, we focused heavily on refining the narrative flow, integrating new quests and expanding our NPC interactions to make the environment feel lived-in. On the level design front, we wrapped up the Royaltower blocking (or greyboxing), making sure the layout felt solid before we start adding the final paint. We also spent time building out the Petsfarm and Pawsville Main Quests to keep the early-game momentum going.
fixedSince getting back in the swing of things this January, we've shifted focus to how the game actually feels to play. One of the biggest additions is the new Double Jump skill, which really opens up how you can move through the world. We also fixed bug where dialogue windows would overlap if you tried to talk to someone while a previous conversation was still active.
addedLately, the workspace has been full of enemy animations and scenario design. We’ve been heads-down on the Automatatwin Boss animations—a process that started in December and is still ongoing to get those mechanical movements just right. We’ve also started modeling a new boss and finished up the animation set for the Proxy enemy, immediately jumping into animations for another new enemy type. Finally, our level designers have moved into the Innerforest, where the initial blocking is now well underway.
fixed"Proxy" enemy fixed animations (WIP)
addedNew enemy animations (WIP)
Sparky Rush: Purrils in Pawsville! changes
addedSince our last post about the new teaser, we are starting this new experience of sharing our development notes as a way to pull back the curtain on our daily work and document the game's progression. Our goal is to be more closely connected with our public, giving you a transparent look at the milestones we reach and the challenges we tackle as we bring this project to life.
addedThe final stretch of 2025 was all about laying the groundwork and finding the heart of our world. Throughout December, we focused heavily on refining the narrative flow, integrating new quests and expanding our NPC interactions to make the environment feel lived-in. On the level design front, we wrapped up the Royaltower blocking (or greyboxing), making sure the layout felt solid before we start adding the final paint. We also spent time building out the Petsfarm and Pawsville Main Quests to keep the early-game momentum going.
fixedSince getting back in the swing of things this January, we've shifted focus to how the game actually feels to play. One of the biggest additions is the new Double Jump skill, which really opens up how you can move through the world. We also fixed bug where dialogue windows would overlap if you tried to talk to someone while a previous conversation was still active.
addedLately, the workspace has been full of enemy animations and scenario design. We’ve been heads-down on the Automatatwin Boss animations—a process that started in December and is still ongoing to get those mechanical movements just right. We’ve also started modeling a new boss and finished up the animation set for the Proxy enemy, immediately jumping into animations for another new enemy type. Finally, our level designers have moved into the Innerforest, where the initial blocking is now well underway.
fixed"Proxy" enemy fixed animations (WIP)
Since our last post about the new teaser, we are starting this new experience of sharing our development notes as a way to pull back the curtain on our daily work and document the game's progression. Our goal is to be more closely connected with our public, giving you a transparent look at the milestones we reach and the challenges we tackle as we bring this project to life.
The final stretch of 2025 was all about laying the groundwork and finding the heart of our world. Throughout December, we focused heavily on refining the narrative flow, integrating new quests and expanding our NPC interactions to make the environment feel lived-in. On the level design front, we wrapped up the Royaltower blocking (or greyboxing), making sure the layout felt solid before we start adding the final paint. We also spent time building out the Petsfarm and Pawsville Main Quests to keep the early-game momentum going.
Since getting back in the swing of things this January, we've shifted focus to how the game actually feels to play. One of the biggest additions is the new Double Jump skill, which really opens up how you can move through the world. We also fixed bug where dialogue windows would overlap if you tried to talk to someone while a previous conversation was still active.
Lately, the workspace has been full of enemy animations and scenario design. We’ve been heads-down on the Automatatwin Boss animations—a process that started in December and is still ongoing to get those mechanical movements just right. We’ve also started modeling a new boss and finished up the animation set for the Proxy enemy, immediately jumping into animations for another new enemy type. Finally, our level designers have moved into the Innerforest, where the initial blocking is now well underway.
Overview:
Narrative and Game Design revisions
Pawsville Main Quest completed (Demo Version)
Pawsville Main Quest WIP (Release Version)
"Automatatwin" boss animations (WIP)
"Proxy" enemy fixed animations (WIP)
Other Sweetie I level "character" animations
New enemy animations (WIP)
Royaltower level blocking
Innerforest level blocking (WIP)
Secret Route exclusive features in Demo and Release Version