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Steam News30 July 202626d ago

DEV UPDATE | July 2026

Steam post imageHey everyone! Heres an overview of whats been cooking over the past few months!

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Full Sticky Feet update

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What changed

0 fixes0 additions1 change0 removals
  • Performance
changedSteam post imageHey everyone! Heres an overview of whats been cooking over the past few months! -SHADER AND LIGHTING OVERHAUL I finally added proper lighting and shader work to the game in order to bring out shadows and style more! Now the colors pop more and we get stronger contrast. I added a kuwahara shader to introduce a stylized painterly look along with halftone dithering between shadows and light. Steam post image I also added God Rays...everyone's favourite. Steam post image -IMPROVED CAMERA One of the main overhauls has got to be the improvements for the camera! As example of such... When crawling up vertical walls, the camera stays upright and does not clip into the ground. Theres a lot of smaller micro details and tweaks here but I wont go into detail, its better to just feel it when you get your hands on it! Steam post image heres another look at how these camera improvements look! Steam post imageSteam post image -GRANDMA INTERACTIONS Grandma is now able to look under tables so you aren't always safe! This adds another layer of danger and sets up the groundwork for grandma being able to find you anywhere!Steam post imageShe can even grab you! So you gotta watch out... Steam post image -PEEKING You can now peek over ledges! I added this ability for when you are close to ledges and need to assess whats beyond -GRANDMA MOVING OBJECTS Grandma can now also move props. This system will eventually be the basis for grandma manipulating the environment against you and changing up the level! A fun one, you can also stick on moving objects properly now! You can hitch a ride on falling props or grandma's carried object even! -A SWING I also added this random swinging plank physics object to as a little platforming challenge for climbing on moving objects. (I deleted it though, it did not fit the level, maybe ill use it next time) -NEW SAFE ZONE I also added a NEW safe zone where you will hide from grandma in! Its literally carved into the wall, instead of a random cardboard box.This will be where you deliever the heisted items you find out in the world! MORE NOOKS AND CRANNIES One of the core principles of the design for Sticky Feet is what constitutes safe vs dangerous spaces. For Level Design, im pushing towards carving out the interiors of the cupboards and drawers and walls. A drawer may just be a drawer for grandma, but for the player, it is functionally a giant building. Holes in walls to enter safe spaces! A view inside the cupboard under the sink HIDING SPOTS I also added explicit hiding spots that you can jump inside to hide. There will be a bunch of these scattered around the world that can provide a secure hiding spot from grandma! Will create more hiding spots later on! PEEKING THROUGH CRACKS You can also now peek through little holes in the wall like those Keyholes in Dishonored! Information gathering is a key part of the stealth loop and with these scattered around, players can scout around and assess situations better. Spying on feet... EDIBLE FLIES (CONSUMABLES) I also added edible flies that you can chomp on. Theyre ambient and dont add to anything for now, but maybe later you have to catch flies to restore your lost tail! Look at the little chomper go! BROG MOVES! Ive also FINALLY got to rigging, skinning and setting up blendshapes for Brog the toad! With this I can now start animation work on the toad! He can now open his mouth to talk! AND THATS ABOUT IT! Im really happy about the visuals improvement for the most part, I think its the EXACT look I've been dreaming of for a long time. And now that we got most of the gameplay systems and ingredients up (consumables, crawling on dynamic objects, more grandma behaviors, hiding spots, peeks, peeking through cracks, and nooks and crannies), we have all we need to at least minimally craft and interesting sandbox and level design. WHATS NEXT? I am full force in crafting the new intro gameflow and tutorial, and new level design. Its time to start putting things together. I am hopeful to get the full demo gameplay up by EOY, and polish + debug all the way up to Feb where I am hoping to launch the live demo. Stay tuned for more updates!

Sticky Feet changes

changedSteam post imageHey everyone! Heres an overview of whats been cooking over the past few months! -SHADER AND LIGHTING OVERHAUL I finally added proper lighting and shader work to the game in order to bring out shadows and style more! Now the colors pop more and we get stronger contrast. I added a kuwahara shader to introduce a stylized painterly look along with halftone dithering between shadows and light. Steam post image I also added God Rays...everyone's favourite. Steam post image -IMPROVED CAMERA One of the main overhauls has got to be the improvements for the camera! As example of such... When crawling up vertical walls, the camera stays upright and does not clip into the ground. Theres a lot of smaller micro details and tweaks here but I wont go into detail, its better to just feel it when you get your hands on it! Steam post image heres another look at how these camera improvements look! Steam post imageSteam post image -GRANDMA INTERACTIONS Grandma is now able to look under tables so you aren't always safe! This adds another layer of danger and sets up the groundwork for grandma being able to find you anywhere!Steam post imageShe can even grab you! So you gotta watch out... Steam post image -PEEKING You can now peek over ledges! I added this ability for when you are close to ledges and need to assess whats beyond -GRANDMA MOVING OBJECTS Grandma can now also move props. This system will eventually be the basis for grandma manipulating the environment against you and changing up the level! A fun one, you can also stick on moving objects properly now! You can hitch a ride on falling props or grandma's carried object even! -A SWING I also added this random swinging plank physics object to as a little platforming challenge for climbing on moving objects. (I deleted it though, it did not fit the level, maybe ill use it next time) -NEW SAFE ZONE I also added a NEW safe zone where you will hide from grandma in! Its literally carved into the wall, instead of a random cardboard box.This will be where you deliever the heisted items you find out in the world! MORE NOOKS AND CRANNIES One of the core principles of the design for Sticky Feet is what constitutes safe vs dangerous spaces. For Level Design, im pushing towards carving out the interiors of the cupboards and drawers and walls. A drawer may just be a drawer for grandma, but for the player, it is functionally a giant building. Holes in walls to enter safe spaces! A view inside the cupboard under the sink HIDING SPOTS I also added explicit hiding spots that you can jump inside to hide. There will be a bunch of these scattered around the world that can provide a secure hiding spot from grandma! Will create more hiding spots later on! PEEKING THROUGH CRACKS You can also now peek through little holes in the wall like those Keyholes in Dishonored! Information gathering is a key part of the stealth loop and with these scattered around, players can scout around and assess situations better. Spying on feet... EDIBLE FLIES (CONSUMABLES) I also added edible flies that you can chomp on. Theyre ambient and dont add to anything for now, but maybe later you have to catch flies to restore your lost tail! Look at the little chomper go! BROG MOVES! Ive also FINALLY got to rigging, skinning and setting up blendshapes for Brog the toad! With this I can now start animation work on the toad! He can now open his mouth to talk! AND THATS ABOUT IT! Im really happy about the visuals improvement for the most part, I think its the EXACT look I've been dreaming of for a long time. And now that we got most of the gameplay systems and ingredients up (consumables, crawling on dynamic objects, more grandma behaviors, hiding spots, peeks, peeking through cracks, and nooks and crannies), we have all we need to at least minimally craft and interesting sandbox and level design. WHATS NEXT? I am full force in crafting the new intro gameflow and tutorial, and new level design. Its time to start putting things together. I am hopeful to get the full demo gameplay up by EOY, and polish + debug all the way up to Feb where I am hoping to launch the live demo. Stay tuned for more updates!

Steam post imageHey everyone! Heres an overview of whats been cooking over the past few months! -SHADER AND LIGHTING OVERHAUL I finally added proper lighting and shader work to the game in order to bring out shadows and style more! Now the colors pop more and we get stronger contrast. I added a kuwahara shader to introduce a stylized painterly look along with halftone dithering between shadows and light. Steam post image I also added God Rays...everyone's favourite. Steam post image -IMPROVED CAMERA One of the main overhauls has got to be the improvements for the camera! As example of such... When crawling up vertical walls, the camera stays upright and does not clip into the ground. Theres a lot of smaller micro details and tweaks here but I wont go into detail, its better to just feel it when you get your hands on it! Steam post image heres another look at how these camera improvements look! Steam post imageSteam post image -GRANDMA INTERACTIONS Grandma is now able to look under tables so you aren't always safe! This adds another layer of danger and sets up the groundwork for grandma being able to find you anywhere!Steam post imageShe can even grab you! So you gotta watch out... Steam post image -PEEKING You can now peek over ledges! I added this ability for when you are close to ledges and need to assess whats beyond -GRANDMA MOVING OBJECTS Grandma can now also move props. This system will eventually be the basis for grandma manipulating the environment against you and changing up the level! A fun one, you can also stick on moving objects properly now! You can hitch a ride on falling props or grandma's carried object even! -A SWING I also added this random swinging plank physics object to as a little platforming challenge for climbing on moving objects. (I deleted it though, it did not fit the level, maybe ill use it next time) -NEW SAFE ZONE I also added a NEW safe zone where you will hide from grandma in! Its literally carved into the wall, instead of a random cardboard box.This will be where you deliever the heisted items you find out in the world! MORE NOOKS AND CRANNIES One of the core principles of the design for Sticky Feet is what constitutes safe vs dangerous spaces. For Level Design, im pushing towards carving out the interiors of the cupboards and drawers and walls. A drawer may just be a drawer for grandma, but for the player, it is functionally a giant building. Holes in walls to enter safe spaces! A view inside the cupboard under the sink HIDING SPOTS I also added explicit hiding spots that you can jump inside to hide. There will be a bunch of these scattered around the world that can provide a secure hiding spot from grandma! Will create more hiding spots later on! PEEKING THROUGH CRACKS You can also now peek through little holes in the wall like those Keyholes in Dishonored! Information gathering is a key part of the stealth loop and with these scattered around, players can scout around and assess situations better. Spying on feet... EDIBLE FLIES (CONSUMABLES) I also added edible flies that you can chomp on. Theyre ambient and dont add to anything for now, but maybe later you have to catch flies to restore your lost tail! Look at the little chomper go! BROG MOVES! Ive also FINALLY got to rigging, skinning and setting up blendshapes for Brog the toad! With this I can now start animation work on the toad! He can now open his mouth to talk! AND THATS ABOUT IT! Im really happy about the visuals improvement for the most part, I think its the EXACT look I've been dreaming of for a long time. And now that we got most of the gameplay systems and ingredients up (consumables, crawling on dynamic objects, more grandma behaviors, hiding spots, peeks, peeking through cracks, and nooks and crannies), we have all we need to at least minimally craft and interesting sandbox and level design. WHATS NEXT? I am full force in crafting the new intro gameflow and tutorial, and new level design. Its time to start putting things together. I am hopeful to get the full demo gameplay up by EOY, and polish + debug all the way up to Feb where I am hoping to launch the live demo. Stay tuned for more updates!

Source

Steam News / 30 July 2026

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