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Steam News5 June 20261mo ago

New Features, More Freedom, and a Look Ahead

Hey everyone, It's been a productive few months, and I want to catch you up on what's been happening behind the scenes — both what's already in the game and what's coming next.

In this update4

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Full Tenebris Legion update

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Repeated intro

Hey everyone, It's been a productive few months, and I want to catch you up on what's been happening behind the scenes — both what's already in the game and what's coming next.

What changed

0 fixes3 additions0 changes0 removals
  • Gameplay
  • UI and audio
addedSave During DialogueOne of the changes I'm happiest about: you can now save your game during dialogue sequences, not just between them. This was technically tricky to pull off — it required two underlying systems to communicate in a way they weren't originally designed to — but it's working, and it makes a real difference when you're deep into a conversation and need to step away.
added200 Save SlotsThe old save system had a very limited number of slots, and it was clear that wasn't enough. I've rebuilt the save UI from scratch with a new system that supports up to 200 save slots. Like most things in game development, what sounds trivial rarely is — this took a couple of days to build and test — but it's done and working.
addedWhat's Next: Day 3Day 3 is in active production, and it's shaping up to be a turning point for the game. For the first time, the story moves beyond the house — new locations, new puzzles, and new dynamics that change how you interact with the world. I don't want to spoil anything, but let's just say the game's setting is about to get a lot more interesting.

Tenebris Legion changes

addedOne of the changes I'm happiest about: you can now save your game during dialogue sequences, not just between them. This was technically tricky to pull off — it required two underlying systems to communicate in a way they weren't originally designed to — but it's working, and it makes a real difference when you're deep into a conversation and need to step away.
addedThe old save system had a very limited number of slots, and it was clear that wasn't enough. I've rebuilt the save UI from scratch with a new system that supports up to 200 save slots. Like most things in game development, what sounds trivial rarely is — this took a couple of days to build and test — but it's done and working.
addedDay 3 is in active production, and it's shaping up to be a turning point for the game. For the first time, the story moves beyond the house — new locations, new puzzles, and new dynamics that change how you interact with the world. I don't want to spoil anything, but let's just say the game's setting is about to get a lot more interesting.

Day 2 Is Complete

The biggest milestone first: Day 2 is fully done. This was by far the most content-heavy section of the game so far — packed with story beats, character development, and the kind of slow-burn tension that defines the experience. If Day 1 was about arrival and unease, Day 2 is where you start to feel that something deliberate is being orchestrated around Ethan.

I'm also really happy with how the intimate scenes turned out. Day 2 has a good mix of both foreplay and full scenes, and each one was crafted to feel like a natural part of the story rather than something bolted on. It's the section where I invested the most time into getting the adult content right, and I think it shows.

Save During Dialogue

One of the changes I'm happiest about: you can now save your game during dialogue sequences, not just between them. This was technically tricky to pull off — it required two underlying systems to communicate in a way they weren't originally designed to — but it's working, and it makes a real difference when you're deep into a conversation and need to step away.

200 Save Slots

The old save system had a very limited number of slots, and it was clear that wasn't enough. I've rebuilt the save UI from scratch with a new system that supports up to 200 save slots. Like most things in game development, what sounds trivial rarely is — this took a couple of days to build and test — but it's done and working.

What's Next: Day 3

Day 3 is in active production, and it's shaping up to be a turning point for the game. For the first time, the story moves beyond the house — new locations, new puzzles, and new dynamics that change how you interact with the world. I don't want to spoil anything, but let's just say the game's setting is about to get a lot more interesting.

Development continues at full pace. Thank you for your patience and your support — it means everything. — HTF

Source

Steam News / 5 June 2026

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