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Adding Keyboard & Mouse Support
I’m working on full keyboard and mouse support for The Wolf in Me playtest, since the game was originally designed controller-first. Honestly… making keyboard, mouse, and controller switch seamlessly in any combination…
New inventory UI redesign
Inventory and equipment are combined into one screen, built to make decisions faster and easier. Compare gear, check stats, view level and attributes, and instantly see how items affect damage and armor. A lot of inform…
I Turned My Friend Into a Character in My Game
I’ve been turning friends and family into NPCs for my game. This is Rob. He wanders the wilderness, lighting campfires in the darkest places. He doesn’t judge. He doesn’t push. He just sits with you… and helps you find…
Working on a new boss ability in The Wolf in Me
This enemy can throw and recall his shield, forcing the player to dodge instead of block. Getting hit results in a knockdown, leaving you vulnerable and under pressure. The goal is to create fast, readable combat where…
New Trailer | The Wolf in Me
A new look at The Wolf in Me. A narrative-driven action game about losing control… and choosing whether to take it back. Combat pushes you toward the beast. The more you fight, the harder it is to stay human. Watch the…
The first boss of The Wolf in Me
A fallen knight, once honorable, now consumed by decay. His body is breaking apart, bone exposed, flesh failing, but his skill remains. Because rank does not fade with the body. He fights with precision, discipline, and…
Lobo is now The Wolf in Me
I've updated the Steam page with new visuals, direction, and a stronger focus on what the game is really about. A narrative-driven action game about losing control… and choosing whether to take it back. If you’ve been f…
First Prototype of the Werewolf Transformation | Lobo Devlog
After years of development, the first prototype of the transformation is finally working. Still a lot to polish, but it’s exciting to see it in motion. Lobo is a narrative-driven action game about struggling with the be…
Designing Optional and Minimal Tutorials in Lobo
Tutorial design is always controversial and surprisingly hard to get right. After talking with different players, this is the approach I’m taking in Lobo. I treat tutorials like a necessary evil, similar to taking a pil…
Foreshadowing Gameplay and Rewards to Keep Players Engaged in Lobo
As a game designer, one of my biggest challenges is keeping players engaged and maintaining a good gameplay rhythm, like a rollercoaster that never fully stalls. One technique I use is foreshadowing, offering small hint…
Building Dialogue and Facial Animation in Lobo
No mocap, no actors, just a solo-dev workflow to bring dialogue to life. I use simple facial animations and lipsync to help players connect with the characters, understand their personalities, backgrounds, and the strug…
The Spectator Camera System
This cinematic camera system is only used during enemy finishers that kill the player, or in some player finishers. I call it the Spectator Camera, and it’s fully dynamic, generated on the fly to find the best possible…
Secrets of Lobo: Gates, Lanterns, and Post-Apocalyptic Lore
In this devlog, I wanted to share a small piece of lore from Lobo. Inspired by The Last of Us, where doors need electricity to open, Lobo features progression mechanics tied to ancient gates. The world is a post-apocaly…
Improving Performance with Distance-Based Enemy AI in Lobo
In Lobo, encounters are designed with a few enemies at a time, rather than huge crowds. This is both a design choice and a technical necessity. By design, encounters should feel meaningful and challenging, no matter the…
Anti-Spam Combat: Making Enemies Look Smarter in Lobo
Do you like to spam the attack button? Well… I designed this mechanic to protect you from yourself. Inspired by games like Black Myth: Wukong, enemies in Lobo can now create space when they detect repeated attack spam.…
Stealth or Combat? Multiple Ways to Approach Fights
Heavily inspired by The Last of Us and its approach to offering different paths to the same outcome, Lobo lets you handle situations in multiple ways. You can go full berserker and face every enemy head-on, relying pure…
Bringing Emotions Into Gameplay in Lobo
One of my long-time obsessions while making this game has been imprinting emotions onto characters, not just in cinematics, but during actual gameplay. It took a lot of experimentation to find a workflow that felt right…
Dynamic Finishers and Cinematic Combat Camera in Lobo
Following my recent combat micro-devlogs, this update adds enemy finishers when your health drops below a certain threshold. It makes fights more tense and forces you to stay alert when you’re close to death. At the sam…
Quick combat update for Lobo
I wanted to share a quick update on the basic combat in Lobo. One of the main changes is that even though the player and the Fallen Sentinel share some animations due to having the same stance, I added an additive anima…
Meet the Fallen Sentinel and Lobo’s Fear-Based Combat
In this video, I’m introducing a new enemy, the Fallen Sentinel. They’re armed with a sword, and even though they are undead, they retain all their combat skills. The clip shows a quick fight where both the player and t…
Gameplay Meets Story | Lobo WIP
Some moments deserve more focus. Key pieces of lore now trigger a short camera transition from gameplay into a framed scene, used only when it really matters. After all, this is an adventure game, and understanding the…
We Are Not Alone in the Fog
Quick peek showcasing one of the environments in Lobo. We are not alone in the fog, and they definitely don’t come alone. Combat design, environment design, and sound design are still in progress.
Dev Insight: The Settings Menu
When I started working on Lobo’s settings menu, I thought a lot about simplicity. I didn’t want to overwhelm players with endless technical options. Most of the time, the best value is already the default one. If you’re…
Devlog 66 - Inventory, Equipment, and Quests for Lobo
Hey everyone! Welcome back to a new devlog! If you’re new here, I’m Dani Marti, and I’m making Lobo: The Howl Within—an action-adventure game with a strong story focus and intense combat. Let’s dive right in!
Devlog 61 - Combat Token System, Comic Strip for Storytelling and much more!
Hi everyone! Welcome to a new devlog! In this episode, I will show the progress made this past month. This update includes: My token system for combat. My solution for storytelling. Using PCG for Level Design. Improveme…
