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Steam News6 June 20262mo ago

Devlog: Entry 4

Hello, survivors! Today I want to talk about the replayability of the game. But first, once again, a little about the editor. My husband was a bit upset after the last devblog. "Unprofessional! Unacceptable!

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Repeated intro

Hello, survivors!

What changed

0 fixes2 additions2 changes0 removals
  • UI and audio
  • Events
  • Gameplay
changedBut first, once again, a little about the editor. My husband was a bit upset after the last devblog. "Unprofessional! Unacceptable!" he grumbled when he saw the editor interface in the devblog. After all, it was made just for me and was never meant to be shown publicly. It was built so that everything would be clear and convenient for me, and most importantly so that everything would work. Aesthetics didn't matter. But since I started showing off all this "beauty" in devblogs, he decided to completely redesign the interface so there would be nothing to be ashamed of. And here's what came of it:
addedYes, it looks amazing now. Though it took a lot of time and the demo version got delayed a little. But now I can visually demonstrate the replayability of the game to you. In the new interface I can zoom out on the dialogues to a very great distance. This is what the second day of our story looks like:
changedAs you can see in the image above, depending on your flags, different text will be displayed. But despite all this variety, it might still seem like the game is fairly linear. In a way that's true. For example, your initial goal is to reach the laboratory. And that can't be changed. Even so, we have 5 different ways to do it. Once you reach the laboratory, you'll have to "clear" it - and that can't be changed either. Events will repeat themselves, but you can choose the paths through them.
addedAt the moment 56 people have added the game to their Wishlist.

Survive to Save changes

changedBut first, once again, a little about the editor. My husband was a bit upset after the last devblog. "Unprofessional! Unacceptable!" he grumbled when he saw the editor interface in the devblog. After all, it was made just for me and was never meant to be shown publicly. It was built so that everything would be clear and convenient for me, and most importantly so that everything would work. Aesthetics didn't matter. But since I started showing off all this "beauty" in devblogs, he decided to completely redesign the interface so there would be nothing to be ashamed of. And here's what came of it:
addedYes, it looks amazing now. Though it took a lot of time and the demo version got delayed a little. But now I can visually demonstrate the replayability of the game to you. In the new interface I can zoom out on the dialogues to a very great distance. This is what the second day of our story looks like:
changedAs you can see in the image above, depending on your flags, different text will be displayed. But despite all this variety, it might still seem like the game is fairly linear. In a way that's true. For example, your initial goal is to reach the laboratory. And that can't be changed. Even so, we have 5 different ways to do it. Once you reach the laboratory, you'll have to "clear" it - and that can't be changed either. Events will repeat themselves, but you can choose the paths through them.
addedAt the moment 56 people have added the game to their Wishlist.

Today I want to talk about the replayability of the game.

But first, once again, a little about the editor. My husband was a bit upset after the last devblog. "Unprofessional! Unacceptable!" he grumbled when he saw the editor interface in the devblog. After all, it was made just for me and was never meant to be shown publicly. It was built so that everything would be clear and convenient for me, and most importantly so that everything would work. Aesthetics didn't matter. But since I started showing off all this "beauty" in devblogs, he decided to completely redesign the interface so there would be nothing to be ashamed of. And here's what came of it:

Yes, it looks amazing now. Though it took a lot of time and the demo version got delayed a little. But now I can visually demonstrate the replayability of the game to you. In the new interface I can zoom out on the dialogues to a very great distance. This is what the second day of our story looks like:

As you can see, you can have different paths, many choices - and that's not all. Because in each dialogue window the text of your story changes depending on the presence of flags. You remember what flags are from the last devblog, right?

As you can see in the image above, depending on your flags, different text will be displayed. But despite all this variety, it might still seem like the game is fairly linear. In a way that's true. For example, your initial goal is to reach the laboratory. And that can't be changed. Even so, we have 5 different ways to do it. Once you reach the laboratory, you'll have to "clear" it - and that can't be changed either. Events will repeat themselves, but you can choose the paths through them.

And from the fourth day onwards you can really spread your wings. Because starting from that day you will choose what to do yourself. Your hero will be given the opportunity to complete two tasks per day - one major and one minor. You choose what to do on which day. And depending on the choice of day the story will change slightly. For example: You decided to visit the friendly camp on day 5. Result - you found a useful person for your camp. But if you went on day 6 - you found the camp had been attacked. Day 7 - the camp shared some fuel with you. And so on.

I really want to release the demo as soon as possible, but the main problem remains the translation. I still heavily depend on my husband, and he has plenty of work without me. And we're both a little lazy. It's not for nothing that we named ourselves Lazy Cat Game Studio.

At the moment 56 people have added the game to their Wishlist.

Thank you so much for your support!

  • Kaveori ♡

Source

Steam News / 6 June 2026

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