HomeGamesUpdatesPricingMethodology
Steam News10 January 20265mo ago

Devlog.txt

Hello, my dear adventurers, the last development update for The Last Map that I shared was in Devlog episode 13 — which you can watch by clicking the link below.

Full notes

Full The Last Map update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello, my dear adventurers, the last development update for The Last Map that I shared was in Devlog episode 13 — which you can watch by clicking the link below. View store page This video was posted at the end of November 2025. Since then, there haven’t been any other updates on the game’s development. The last changes I made to the project weren’t significant — they were important, but not interesting enough to make a video about — so I felt compelled to make a 'log,' at least in text format, here. In fact, I plan to bring regular devlogs here when the development content isn’t interesting enough for a video. That said, let’s get to the news.\

What changed

0 fixes1 addition3 changes0 removals
  • Maps
  • Gameplay
  • UI and audio
changedHello, my dear adventurers, the last development update for The Last Map that I shared was in Devlog episode 13 — which you can watch by clicking the link below. View store page This video was posted at the end of November 2025. Since then, there haven’t been any other updates on the game’s development. The last changes I made to the project weren’t significant — they were important, but not interesting enough to make a video about — so I felt compelled to make a 'log,' at least in text format, here. In fact, I plan to bring regular devlogs here when the development content isn’t interesting enough for a video. That said, let’s get to the news.\
changedMy goal during the first two months of this year (January and February) was initially to make all the content in the game one hundred percent functional. Ever since I implemented the first "puzzle" in the game (the levers, episode 5), shortly after, I started trying to make the puzzles repeat the rooms one after another, but I always had problems with that. In short, what I had to do to finally fix it (yes, finally haha) was fix the code for generating all the doors. This was because one of the only things that prevented rooms from being generated repeatedly was that the current room’s door would collide with the wall of a previously completed room.
addedSo, this was the only thing that prevented gameplay from working from start to finish. After that, the game went through various tests, aiming to note bugs, possible polishing, and implementations of sound, visual, and sensory effects. In addition to completing the code for a laser-based puzzle (which, thanks to the Steam page for the game, I couldn’t finish earlier) by adding obstacles and technical polish.
changedBasically, these were the changes made since the last The Last Map update.

My goal during the first two months of this year (January and February) was initially to make all the content in the game one hundred percent functional. Ever since I implemented the first "puzzle" in the game (the levers, episode 5), shortly after, I started trying to make the puzzles repeat the rooms one after another, but I always had problems with that. In short, what I had to do to finally fix it (yes, finally haha) was fix the code for generating all the doors. This was because one of the only things that prevented rooms from being generated repeatedly was that the current room’s door would collide with the wall of a previously completed room.

What I did to fix this was to initially detect which type of puzzle wall the door was touching (checking if it was really the type of the current puzzle) and detect if more than 15 blocks were colliding with the door. If there were more blocks, it would repeatedly try to generate until a valid spot was found. By doing this and testing multiple times, I could confirm the code worked correctly in the loop.

So, this was the only thing that prevented gameplay from working from start to finish. After that, the game went through various tests, aiming to note bugs, possible polishing, and implementations of sound, visual, and sensory effects. In addition to completing the code for a laser-based puzzle (which, thanks to the Steam page for the game, I couldn’t finish earlier) by adding obstacles and technical polish.

Basically, these were the changes made since the last The Last Map update.

Source

Steam News / 10 January 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.