We Harvest Shadows
Steam News 11 May 20269d ago

We Harvest Shadows Launch Update

Yes, I am still alive! Believe it or not, I’m working long hours on We Harvest Shadows almost every day. I really am putting my all into this project, and I’m really happy with how it’s turning out. I can’t wait for you…

Update log

Full We Harvest Shadows update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes0 additions1 change0 removals
  • Performance
changedIt’s been really difficult, but we’re trying to do it right. We’re not throwing out work or iterating for no reason: we’re just trying to make a great game. No bugs, smooth performance, lots of secrets and rich touches, etc.

Yes, I am still alive! Believe it or not, I’m working long hours on We Harvest Shadows almost every day. I really am putting my all into this project, and I’m really happy with how it’s turning out. I can’t wait for you to play when it’s finally ready.

I get a lot of questions (some critical, and rightfully so), and I’ll answer them here and hopefully explain where all the time is going.

Q: Why did you announce the game and release a demo when there was so much work left?

A: I truly thought the game would be ready within a year of the demo announcement in August 2024. I didn’t have the money to stretch it any longer anyways. But then something really incredible happened: THE DEMO EXPLODED! So many people came out to support it, including famous streamers who personally wanted to bankroll the whole project. I had the amazing luck to pick any publisher I wanted. So, I went with my dream publisher! And they are giving me all the support I need to make this game EXACTLY the way I want.

In the original plan, the full game would’ve been jankier and more lackluster. I’m trying not to be a perfectionist now, but I don’t want to squander this opportunity and release a buggy mess. So, I made the call to take more time and make a game that lives up to the hype, for me AND for the fans.

It’s been really difficult, but we’re trying to do it right. We’re not throwing out work or iterating for no reason: we’re just trying to make a great game. No bugs, smooth performance, lots of secrets and rich touches, etc.

Q: Why don’t you hire more people to speed up development?

A: I’m proud to say that we are doing that! I am a director in charge of a dozen contractors which is still a weird thing for me to say. I am trying my best to outsource, while also using my “speedy, modified asset pack” dev philosophy... but it’s still hard work. I don’t feel like a natural creative director or manager at all, and it’s been hard making this transition. There’s a saying in management that explains it a bit: “9 pregnant women can’t make a baby in 1 month.” It takes time interviewing, explaining, meeting up, etc. It’s been a huge learning experience for me, but the help is truly speeding up development.

Q: Why don’t you show more previews or sneak peeks on YouTube or social media?

A: This is something I’ve wrestled with a bit. I love showing stuff off in the game, and I actually like marketing unlike a lot of indie devs. HOWEVER... I have so many people excited for the twists and turns of the story, and I’m really worried about spoiling stuff, especially in an atmospheric horror game. I feel like the demo was a great example of the vibe and direction, and I was blessed with hundreds of thousands of wishlists as a result... so now my only obsessive goal is making a game that lives up to the hype. And I’m worried posting stuff on social media will take away my time, AND take away from the final experience for players who see it.

But just so you know, there are multiple chapters full of so many cool unique enemies, events, story beats, etc. I think I’ll post more cool stuff as I get closer to launch day too, BTW.

Q: So, when is it coming

Source

Steam News / 11 May 2026

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