Whispers of the Eyeless
Steam News 24 November 20255mo ago

The Birth of a Prophet

Designing a main character is always a big step for any game. For Whispers of the Eyeless, the Prophet quickly became the focus of our work. We’d like to share how the Prophet’s look and feel came together, what worked,…

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Full Whispers of the Eyeless update

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  • Gameplay
changedExperimenting with AnimationsWe tried animating the Prophet early on, but it turned out to be much more complicated than we expected. The process was slow, and the results didn’t feel right. After a lot of effort, we decided that the animation just wasn’t adding what we wanted, so we moved on.

Designing a main character is always a big step for any game.

For Whispers of the Eyeless, the Prophet quickly became the focus of our work. We’d like to share how the Prophet’s look and feel came together, what worked, what didn’t, and how we made the decisions that shaped the character you see in the game.

The Very First Draft

When we saw the first draft of the Prophet, it just clicked. The design captured exactly what we were looking for—mysterious, striking, and fitting for the world we were building. We knew right away this was the right direction.

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Influence of the Dead Gods

A key idea from the start was that the Prophet would change depending on which of the three Dead Gods was influencing him. Each God would leave a mark on the Prophet’s appearance. The first sketch of the Wrath showed how these changes could look—more aggressive features and a clear connection to that God’s power. In this case - to Wrath.

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Setting the Tone

We then created the first scene featuring the Prophet in our unique art style. This was important for setting the mood of the game. The scene helped us see how the Prophet would fit into the world and how the art style would support the story.

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Experimenting with Animations

We tried animating the Prophet early on, but it turned out to be much more complicated than we expected. The process was slow, and the results didn’t feel right. After a lot of effort, we decided that the animation just wasn’t adding what we wanted, so we moved on.

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We also tested fight animations for the Prophet, hoping to make combat more dynamic. But the animations ended up looking too smudgy and lost the sharpness we wanted. In the end, we decided to keep things simple and focus on clear, readable visuals.

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Thanks for reading about how we created the Prophet for Whispers of the Eyeless. If you have any questions or want to share your thoughts, join us on Discord, follow us on social media, or leave a comment. We’re always happy to talk about the game and hear your feedback.

Evil Gingerbreads

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Source

Steam News / 24 November 2025

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