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Steam News25 August 202510mo ago

Working on the Next Story

Hello everyone! Now that the dust has settled around the demo, I’ve had time to process your feedback, watch playthroughs, and take a few notes for myself — all while starting work on the next story.

In this update5

Full notes

Full When eyes close update

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

What changed

0 fixes1 addition2 changes0 removals
  • UI and audio
  • Gameplay
changedWhat the new story is about?Who is he? What happened to him? Why did the demon come for him? As before, I want you to feel the answers rather than just see them — the way the first story relied on sound, atmosphere, and small details instead of showing everything outright.
changedA couple of questions for you:Honestly, I didn’t expect these to be the top user tags. Yes, there is violence in the game, but it’s minimal and shown sparingly, mostly through the sound. I’d much rather see tags like “Drama,” “Mystery,” or “Psychological Horror.” So what does “a lot of violence” mean to you? Is it about what’s shown on screen, or more about the emotional impact?
addedA couple of questions for you:I’ve noticed that only about half of players finish the demo. Sometimes it’s because they couldn’t find a certain clue — even though I didn’t hide anything intentionally. Where, in your opinion, is the line between engaging exploration and frustrating dead ends? Should I add global hints for players who get stuck, or leave things as they are to preserve the sense of discovery?

When eyes close changes

changedWho is he? What happened to him? Why did the demon come for him? As before, I want you to feel the answers rather than just see them — the way the first story relied on sound, atmosphere, and small details instead of showing everything outright.
changedHonestly, I didn’t expect these to be the top user tags. Yes, there is violence in the game, but it’s minimal and shown sparingly, mostly through the sound. I’d much rather see tags like “Drama,” “Mystery,” or “Psychological Horror.” So what does “a lot of violence” mean to you? Is it about what’s shown on screen, or more about the emotional impact?
addedI’ve noticed that only about half of players finish the demo. Sometimes it’s because they couldn’t find a certain clue — even though I didn’t hide anything intentionally. Where, in your opinion, is the line between engaging exploration and frustrating dead ends? Should I add global hints for players who get stuck, or leave things as they are to preserve the sense of discovery?

Hello everyone!

Now that the dust has settled around the demo, I’ve had time to process your feedback, watch playthroughs, and take a few notes for myself — all while starting work on the next story.

If you haven’t played the demo yet (seriously, how come?), just do it!

A bit of progress.

Over the past weeks, I’ve picked up a couple of techniques I’d been meaning to try. For example — post-processing shaders for anti-aliasing, and a better approach to simulating lighting. Small touches, but they help make the atmosphere feel more cohesive.

What the new story is about?

Who is he? What happened to him? Why did the demon come for him? As before, I want you to feel the answers rather than just see them — the way the first story relied on sound, atmosphere, and small details instead of showing everything outright.

A couple of questions for you:

  1. Tags: “Violence” and “Scenes of Cruelty”

Honestly, I didn’t expect these to be the top user tags. Yes, there is violence in the game, but it’s minimal and shown sparingly, mostly through the sound. I’d much rather see tags like “Drama,” “Mystery,” or “Psychological Horror.” So what does “a lot of violence” mean to you? Is it about what’s shown on screen, or more about the emotional impact?

  1. Balancing difficulty

I’ve noticed that only about half of players finish the demo. Sometimes it’s because they couldn’t find a certain clue — even though I didn’t hide anything intentionally. Where, in your opinion, is the line between engaging exploration and frustrating dead ends? Should I add global hints for players who get stuck, or leave things as they are to preserve the sense of discovery?

I’d love to hear your thoughts.

Thanks for sticking with me. The next story is on its way. And remember: when eyes close — that’s when things get interesting.

Source

Steam News / 25 August 2025

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