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Steam News15 August 202510mo ago

Devlog: From grey cubes to city streets! How Brightville takes shape.

This is an early look at one of the levels we’re developing for Welcome to Brightville. We’re currently testing how combat design, enemy movement, and level layout interact with one another.

Full notes

Full Welcome to Brightville update

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

What changed

0 fixes0 additions1 change0 removals
  • Gameplay
changedWe’re currently testing how combat design, enemy movement, and level layout interact with one another. A blockout like this lets us work on these systems in context.

Welcome to Brightville changes

changedWe’re currently testing how combat design, enemy movement, and level layout interact with one another. A blockout like this lets us work on these systems in context.

This is an early look at one of the levels we’re developing for Welcome to Brightville.

We’re currently testing how combat design, enemy movement, and level layout interact with one another. A blockout like this lets us work on these systems in context.

Do jumps feel natural? Is there space to react to fast-moving enemies? How fast should they be? Can a city layout still support exploration and ranged combat? Some of the enemies can even crawl on walls; that's also a mechanic to consider in level design. At this point, the focus isn’t on aesthetics, but on clarity and cohesion.

Only when it works do we move to visuals. We want to be sure Brightville plays as well as it looks!

Source

Steam News / 15 August 2025

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