In this update7
Full notes
Full Wo Bist Du? update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Performance
- Compatibility
Wo Bist Du? changes
Where Are You? – Development Update: 2025 Progress
2025 is almost over, and Wo Bist Du? is doing well!
As usual, the last 20% of development seem to take 80% of the time. I really hoped this rule would make an exception for once. That said, the technical foundation of the game is finished, and the original vision has not changed.
So, what happened this year?
Gameplay & Systems
Everything is implemented – crazy!
I had to rework the combat system once more, mainly because the skills didn’t behave the way I wanted them to. One of the more interesting challenges was the design and implementation of the sonar system for Chapter 4, which is still being fine-tuned.
The language-switching system is also ready and just waiting for the final revision of Chapter 1. This means: you’ll soon be able to play Chapter 1 in English.
Story & Chapters
All chapters are now available to my playtesters. Some of them have already completed the entire game – thank you so much for that!
I wasn’t sure for a long time whether Alice’s story would really work all the way to the end. After extensive testing, I can now say: yes, it does. The story found an ending I didn’t fully expect myself.
Chapter 4 was especially tricky. I wanted to create a desert that is neither boring nor annoying – which turned out to be harder than expected.
Technical Progress
Unfortunately, some performance issues showed up along the way. While fixing them, I also managed to cut level loading times in half.
Additionally, the Singleton pattern is now used consistently across the engine, which saves a large number of objects and frees up a lot of memory.
The NWJS → Steam pipeline is also fully set up. Windows 11 builds now take about one minute. For now, I’m focusing on delivering a solid Windows PC release first. Once that is in good shape, Mac and Linux will follow.
Changes in 2025
The weapon system inspired by Secret of Mana had to go. It was simply too much effort and would have been overkill. The combat system now leans more toward a Guild Wars -style approach.
The crafting system was also simplified, as this version fits the gameplay much better.
I still have countless ideas, but the scope is now in a really good place. This leaves enough time to properly polish what’s already there.
What’s Next?
Visual assets for Chapter 4
Chapter 1 in English (using the new language system)
Text revisions for Chapter 2
Character work
Playtesting and polishing
Thank you for wishlisting, playtesting, giving feedback, and sticking with the project. Have a great start into the new year – hopefully there will be more news soon. See you!
Source
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