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Steam News30 December 20255mo ago

[Devlog #1] Creating The Alley

Hello, this is AIXLAB. We have prepared a series of development logs looking back at the creation of The Alley. Our first story is about building the titular alley, the very starting point of our game.

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Full The Alley update

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Repeated intro

Hello, this is AIXLAB.

What changed

0 fixes3 additions2 changes0 removals
  • Gameplay
changedAs we built the initial blockout and conducted playtests, more fundamental elements began to stand out. While keeping the walls and paths simple, we repeatedly adjusted corners and dead ends to ensure the space felt realistic. We then developed a high-quality demo space to refine a specific section of the environment.
addedOnce the structure was finalized, we added lighting, surfaces, and props to the same locations. We intentionally avoided making things look too organized. In Korean alleys, a slightly disarrayed look feels more natural.
addedAt the end of alleys or just out of direct sight, we added elements like murals, construction barriers, and redevelopment slogans. We wanted to leave an impression that this place was built over a long period.
changedIn the next entry, we will talk about the supernatural phenomena and gameplay mechanics.
addedIf you like The Alley, please add it to your Steam Wishlist.

We have prepared a series of development logs looking back at the creation of The Alley. Our first story is about building the titular alley, the very starting point of our game.

After deciding on an alley as our setting, our goal was not to replicate a specific location. Instead, we aimed to reconstruct common shapes and characteristics of everyday alleys to create a sense of familiarity, even if it lacked distinct uniqueness.

We began by testing the basic framework of the alley using simple geometric shapes in the game engine. We focused on whether the space felt too cramped or, conversely, too wide, which might reduce the sense of tension.

As we built the initial blockout and conducted playtests, more fundamental elements began to stand out. While keeping the walls and paths simple, we repeatedly adjusted corners and dead ends to ensure the space felt realistic. We then developed a high-quality demo space to refine a specific section of the environment.

With ongoing research, we defined the details, atmosphere, and sense of space. We initially constructed a 50m x 25m area and focused on capturing the right feeling for the narrower sections.

Our research included visiting well-known alleys, observing daily commutes, and referencing various image and video materials, including YouTubers who specialize in exploring alleys. From these references, we selected elements that were both efficient to implement and effective in creating the right atmosphere.

Once the structure was finalized, we added lighting, surfaces, and props to the same locations. We intentionally avoided making things look too organized. In Korean alleys, a slightly disarrayed look feels more natural.

We didn't treat surfaces like floors and walls as mere decoration; we wanted the player to feel it was Korea without needing an explanation. We photographed common sidewalk patterns found in Korea to create the floor textures and based posters and other wall elements on real-life scenes.

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In the restaurant district, we wanted to capture a lived-in feel with AC units, flower pots, beer crates, and trash bags left out after business hours.

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In contrast, residential areas featured items like old clothing bins and delivery boxes to show the flow of daily life. We crafted these unique assets with care, sometimes utilizing scan data.

At the end of alleys or just out of direct sight, we added elements like murals, construction barriers, and redevelopment slogans. We wanted to leave an impression that this place was built over a long period.

Steam post image

These objects are background elements that let players naturally sense how people live in this alley.

We hope the space in The Alley is something players gradually absorb as they walk through it. This log summarized our starting point and the criteria for making it feel like a real Korean alley.

In the next entry, we will talk about the supernatural phenomena and gameplay mechanics.

If you like The Alley, please add it to your Steam Wishlist.

Thank you.

Source

Steam News / 30 December 2025

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