Update log
Full The Flat update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Workshop
- Gameplay
- Performance
- Events
Hey everyone!
A lot has happened since the last devlog. Things are slowly picking up pace, both inside and outside the project.
The past few weeks have been a mix of intense work, experiments, improvements, and our first real interactions with you. But let’s go step by step:
FROM FOUNDATIONS TO PROGRESS
Some parts of development required going back to the fundamentals, especially in the area of animation. In several cases, we had to approach things in a more “traditional” way, polishing elements that had previously seemed finished.
As a result, we expanded the tech art side of the project and created level design documentation. At the same time, we’re testing new tools while solving some very annoying technical issues along the way.
The outcome is a solid foundation that we can continue building upon.
These may not be particularly spectacular things, but without them, nothing would work properly.
MINIGAME
One of the bigger elements we’re currently working on is the minigame related to Enon.
At first, it was just a loose concept, but now it already has its own animations combining 2D elements with gameplay. It’s also undergoing its first tests on both laptops and mobile devices.
Even though we’re still in the iteration phase, the direction of the minigame’s development is already clearly defined. As for its release it will happen in CORPO CORPORATION CENSORSHIP.
ANIMATIONS & CHARACTERS
At the same time, we’re continuing to develop animations, including new movements for the main character and additional ASAP-MAN animations.
Enon also received some improvements, including more responsive… uh… less fortunate moments of his existence.
We're experimenting with their technical side to make sure everything works consistently both in the main game and in the minigame.
WORLD BUILDING
The world of The Flat continues to grow. Thanks to the solid foundation we built earlier, new elements are now being created much faster and more efficiently from nearly invisible details to entire game levels.
As a result, new rooms and chambers are appearing. The laboratory is also being refined, gaining more quality through VFX. On top of that, the level design process has become fully intentional and multi-layered.
TECHNOLOGY & FOUNDATIONS
We also made an important technological decision we migrated to a new version of the Unreal Engine.
It’s a step that may not be immediately visible at first glance, but it has a significant impact on the project’s stability and future development.
At the same time, while testing new VFX tools, we’re also preparing materials for a future trailer.
GETTING OUT THERE
And finally, we managed to leave our dungeons, basements, and caves to actually meet people :)
Almost our entire team took part in an indie game event in Łódź.
What can we say the response was extremely positive for us. The Flat attracted a lot of interest, and we met many amazing people along the way. Huge thanks to the event organizers for giving us the opportunity to showcase the game there, and also to everyone who visited our booth. BIG SHOUTOUT TO ALL OF YOU!
WHAT’S NEXT?
Over the next few months, we want to focus on several things most importantly, preparing something that you’ll be able to experience yourselves.
We’re not promising a full demo just yet, but our goal is to deliver a playable fragment of The Flat along with the minigame. These elements will soon allow you to step into the world of Corpo Corporation.
A huge thank you for being with us
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