Full notes
Full Tainted ground update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Maps
Welcome to our second dev log!
It’s been about a month since the last one, and even if it doesn’t look like it from the outside, a lot has been happening behind the scenes.
Multiplayer: (almost) done
We can say that the multiplayer side of the game is now complete. It hasn’t been a particularly pleasant journey —there are only two of us working on this— but we’ve reached a point we’re happy with.
Does that mean we’re done? Not even close.
We’re still polishing bugs, glitches, and weird edge cases before we can fully close the book on networking. The good news is that we now have a stable foundation, which finally allows us to stop fighting technical fires and focus on content and gameplay experience.
The suffering of our dummy
This process hasn’t only been hard on us, but also on our poor testing dummy.
We’ve made it walk through walls, interact with things that didn’t exist in its world, and break every known law of physics with one single goal: making sure none of that ever happens in a real match.
[carousel autoadvance="true"][/carousel]
Luckily, we’re not talking about a real person, but a model we use as a visual representation of what other players will see on screen.
Also, it hasn’t all been cruelty: it now has arms (yes, it didn’t before) and fits much better into the world it inhabits.
General tweaks and improvements
Along the way, we’ve also taken the time to polish some systems that had been bothering us for a while, especially our event system and lighting.
And speaking of lighting…
New cabin, new map
The biggest addition this month, aside from multiplayer, is a new cabin in a brand-new map.
The first cabin did its job as a nighttime shelter, but this new one feels much more like a real place: multiple rooms, corridors, and space for a more ambitious gameplay experience.
Lighting now plays an even bigger role. We’ve refined events that directly affect it: light bulbs that can explode and need repairing, areas that fall into darkness, and how light behaves in each room and hallway, making everything feel much more sinister.
What’s next?
Our backlog is infinite and, with only two pairs of hands, prioritization is key. Even so, we’re getting closer and closer to delivering a complete experience in a reasonably near future.
Right now, we’re working on the mission system, which we’ll talk about in more detail in a future dev log. As a small tease: we want the game to feel like a virtual escape room, focusing on organic replayability and experiences that don’t always play out the same way.
We’re putting the pieces together to build something we can truly be proud of.
And that’s it for now.
From here on out, the rest is in your hands. Feel free to leave a comment below or reach out to us on social media.
Best regards, and see you in the woods! 🌲
Javier
Source
Changelog.gg summarizes and formats this update. How we read updates.
