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Dev Notes — Nov 2, 2026
This Week Start working on the final boss's second form — basic attack animations Keep polishing Chapter 3's flow and mechanics Keep making prop models A quick word on why we can't do regular small updates: Some changes ripple backward. Say I fix a zombie pathfinding bug that happens under certain c
Nov 3, 2026 0 1
Dev Notes — Oct 26, 2026
Finished the final boss's second judgment animation last week. Starting this week, we're moving on to the final boss's second form — the last major character we need to make. I'll keep refining Chapter 3's story flow and combat sequences, writing content for interactive objects like computers and vo
Oct 26, 2026 0
Dev Notes — Oct 19, 2026
Last Week Done Final boss's first judgment animation — finished Removed the white dot reticle from the center of the screen. Now it only shows up when needed. Tweaked tactical flashlight so it no longer casts the gun's shadow Optimized camera shake — less dizzy, more comfortable Added signs that sup
Oct 19, 2026 0
Dev Notes — Oct 12, 2026
This Week's Tasks Start working on the final boss's Phase 1 judgment animations Keep making workwear for the mutants Continue polishing Chapter 3's scenes — add and improve small props, develop related functionality Chapter 3 has a lot of content. Maybe I should split it into two chapters. But I'm a
Oct 12, 2026 0
Dev Notes — Oct 5, 2026
This Week's Tasks • Finish the Glutton's QTE animation • Polish the final boss's base animations • Keep cranking out workwear for the mutants • Wrap up combat SFX and VO for the mini-bosses; tweak cutscene storyboards Tomorrow's October 6th — my birthday. The Killing Antidote dropped its EA version
Oct 5, 2026 0
Dev Notes — Sept 21, 2026
Almost October again. Looking back at this time last year and the year before, we were always in full-on crunch mode. Not so much this time. Partly because we want to polish things better, partly because there's just no way to finish it all in a short sprint. Hope everyone understands. That said, pr
Sep 20, 2026 0
Dev Notes — Sept 14, 2026
All of last week's tasks ticked off. Nothing beats watching those TODO items get checked one by one. But there's still plenty left unchecked, gotta keep grinding. This Week's Tasks Finish Slayer's QTE animations Start working on the final boss's base animations Create uniforms for the mutants (docto
Sep 15, 2026 0
Dev Notes — Sept 7, 2026
This Week's Tasks Finish all the Ripper's animations Complete all base animations and behavior logic for the third mini-boss Set up cloth physics for the new costumes Finish the new weapon: laser gun We've received a lot of great suggestions from everyone, really appreciate it. We'll collect them al
Sep 8, 2026 0 1
Dev Notes — Aug 31, 2026
Can't help but feel how fast time flies. Watching one AAA title after another drop their gameplay trailers — the pressure is real. (Because if I don't finish TKA soon, I won't have time to play all those big games. And I really wanna play them, 😁.) But hey, one step at a time. Stretch too far and y
Sep 1, 2026 0
Dev Notes — Aug 24, 2026
Last week: Ding wrapped up part of the Ripper's animations. Took a few rounds of polish, but now it looks just right. Voiceover: partially done. This week: Wrapping up the Ripper. Naux will finish the remaining animations for the second mini-boss. SHJIEJIE will wrap up all new Chapter 3 costumes by
Aug 24, 2026 0 1
0:54
Development Notes — August 17, 2026
New member Ding is solid at animation but still getting used to our pipeline. Naux spent a lot of last week helping him onboard. Main milestone last week: robots are done. This week: starting work on a new mutant — the Ripper. Cutscenes pushed to next month. Ding will assist Naux with monster produc
Aug 18, 2026 0 11
Development Notes — August 10, 2026
Chapter 3 scene: entering the debugging phase. We're running repeated tests and revisions on every part of the scene. Bosses and cutscenes that aren't ready yet will be left blank for now and filled in later. Voiceover work: in progress. Second mini-boss: gradually taking shape. Naux is working on h
Aug 11, 2026 0
Development Notes — August 3, 2026
Chapter 3 scene: still under construction. Starting to think through each element in detail — spawn points, combat zones, puzzles, etc. Voiceover script: will be finalized this week, then handed off to voice acting team for recording. First mini-boss: basically done, though details haven't been poli
Aug 3, 2026 0
Weekly Update - July 27, 2026
Central lab: still under construction... First mini-boss: still in progress... This week we've started working on his second grab skill. Costumes: still being worked on... It's already the end of July. Development on Chapter 3 has been going on for over half a year now, and we're roughly halfway thr
Jul 27, 2026 0 12
Weekly Update - July 20, 2026
Last week we basically completed the first mini-boss's normal attack animations and behavior logic. Felt pretty good. This week we need to finish his grab skill. SHJIEJIE will be making various disgusting organ models to appear throughout the scene this week. I estimate Chapter 3's scene will take a
Jul 20, 2026 0 6
Weekly Update - July 13, 2026
Still tweaking Chapter 3's scenes. Some areas are starting to get decorated, and it's finally coming together. But there's still a ton of rooms to fill. For some things, we just don't have the right assets, so we'll have to model them ourselves. Naux has already started animating the first mini-boss
Jul 13, 2026 0 1
Weekly Update - July 6, 2026
Hey! Last week I did a major overhaul of Chapter 3's story and scenes. Since Jodi has some special tricks up her sleeve, there'll be a few hidden spots to discover. The map is big, but it's well laid out — no wasted space. And I'm keeping most paths centered around two main hubs so you don't get tot
Jul 6, 2026 0 1
Weekly Update — June 22, 2026
Here's a quick rundown of how Rage Mode works: Once the story reaches a certain point, Jodi gains the ability to enter and exit Rage Mode at will. Rage Mode consumes a lot of energy, so it only lasts a short time — anywhere from a few minutes to over ten minutes. While enraged, Jodi can restore heal
Jun 23, 2026 0 4
1:34
Weekly Update — June 15, 2026
Here's a gameplay clip of Rage State. When Jodi enters her Rage state, she turns aggressive — almost like a different person. So we built a brand new combat system around it. (It almost feels like making a new game.) We hope it brings a fresh experience to the game.😊 This week: Naux will start work
Jun 16, 2026 0 11
Weekly Update – June 8, 2026
Rage Mode is coming along well. Naux has started creating test animations for the Judgment move, which will help with implementing the related gameplay features. There are still a number of details to polish in Rage Mode, but we should be able to share a video next week. SHJIEJIE is finishing up the
Jun 9, 2026 0 4
Weekly Update - May 25, 2026
Last week, I shared a test video of the flying insects and received a lot of feedback, some of which was really great. We usually hesitate to show work that's still in progress, afraid it might be judged before it's ready. But the truth is, that mindset is wrong. In the comments, we found many usefu
May 26, 2026 0 2
1:46
Weekly Update - May 18, 2026
The flying insect enemy (BloodHornet) is nearly finished. I recorded a short video—it looks really tough to fight, 😁. It might be much easier to handle in tighter spaces. We'll still need to fine-tune it once it’s placed in actual gameplay areas. Jodi’s Rage Mode still doesn’t feel quite right yet,
May 18, 2026 0 11
Weekly Update - May 11, 2026
Weekly Update - May 11, 2026 This week, Naux and I will continue to develop and refine the animations and mechanics for Jodi's Rage Mode. There are quite a few issues with this part—it’s turned out to be much more complex than I expected. In playtesting, the current experience still doesn’t feel qui
May 11, 2026 0 1
Weekly Update - Apr 27, 2026
Last week, we finalized the combat mechanics for Jodi's Rage Mode, and Naux is now making the animations for it. We want Rage Mode to feel strong and fun to use, but not so strong that fights become too easy. Players will need to use it wisely to beat tougher enemies. We’ll have to playtest and twea
Apr 27, 2026 0
Weekly Update - Apr 20, 2026
Naux has completed rigging the skeletons for several new characters and added their basic idle and walk animations. Before creating their attack animations, we’ll first spend some time evaluating the combat abilities of Jodi's Rage Mode. SHJIEJIE is continuing to work on modeling and materials. I'
Apr 20, 2026 0 1
Weekly Update - Apr 14, 2026
A week passes by so quickly. Even though we make progress each week, it's never as fast as we imagine. We're focusing on proper planning, learning from experience, thinking things through before diving in, and trying to avoid unnecessary detours. Naux continues to work on character animations. SHJI
Apr 14, 2026 0 2
Weekly Update - Apr 7, 2026
Naux is continuing work on character animations. SHJIEJIE is moving forward with modeling and material creation. I will keep focusing on scene building, setting up zombie spawn points, adding new interactive objects, and will start drafting the storyboard. Last week, I woke up in the middle of the
Apr 7, 2026 0 1
Weekly Dev Update - Mar 30, 2026
SHJIEJIE is continuing to work on modeling environment props and items this week. Naux is proceeding with creating the animation sets for the new enemy characters. I've imported the entire Chapter 3 environment into Unreal Engine. This week, I'll begin refining the scene layouts according to the s
Mar 30, 2026 0 2
Weekly Dev Update - Mar 23, 2026
SHJIEJIE finished modeling a new gun last week. This week, he has started on the models and textures for props and items that will be used in the environment. Naux has completed the skeleton rigging for some of the new characters and has begun creating their base animations. I finished the first d
Mar 23, 2026 0
Weekly Dev Update - Mar 16, 2026
We're continuing to push forward with the development of Chapter 3. Level design has undergone many revisions. I'm constantly tweaking it as I have to take numerous factors into account. I'm aiming to have the first version of the level design completed this week. Naux has started rigging the skel
Mar 16, 2026 0 2
0.6.3e has been released
Bug Fixes Fixed an issue where some shoes have no stomp sound. Fixed a bug where the state of landmines was not saved correctly. Fixed a problem in the fast food restaurant scene where photo mode did not hide all UI elements. Fixed an issue where NPCs could not equip weapons after using a medkit. Fi
Mar 5, 2026 0
Wishing everyone a joyful Lunar New Year!
We've just released a new DLC: Wuxia Allure Attire, a costume and hairstyle pack featuring Chinese-inspired designs. As always, it will be gifted to all our active supporters. Currently, sending out Steam keys manually via Patreon DMs is quite tedious and inefficient. To make things easier, I'm deve
Feb 13, 2026 0 1
Weekly Dev Update - Feb 9, 2026
Last week, we released two costume DLCs and received a lot of positive feedback—thank you all for your support! (Steam keys for active members have been distributed manually. If you haven’t received yours, please feel free to DM me.) With the Lunar New Year coming up next week, our goal is to finali
Feb 9, 2026 0 2
The Cowgirl and Maid Costume Pack DLCs are ready
All active Patreon paid members will receive Steam Keys for these two DLCs. Patreon doesn’t seem to have a feature for distributing Steam keys via private messages.. We’ll distribute the Steam keys manually via private messages one by one. It may take a while, so please keep an eye out for them. The
Feb 5, 2026 0 1
Version 0.6.3d Patch Notes
New Content Added: Scarves (can be obtained from any green clothing box) Improvements to Challenge Map “Fast Food Restaurant” Added a vending machine that sells gun modification parts Added 3 NPC companions Poison mist can now be filtered by wearing a gas mask Other Improvements Gas masks no longer
Feb 4, 2026 0 1
Weekly Dev Update - Jan 26, 2026
Me Continuing with the level design for Chapter 3, building out each part of the scene step-by-step based on the story flow. Still refining and polishing the plot. To make the story development more believable, I plan to introduce a few new supporting characters—though they'll likely only appear in
Jan 28, 2026 0 3
Weekly Dev Update - Jan 19, 2026
Chapter 3 Level Design While designing the scenes for Chapter 3, I've been constantly thinking about how to avoid overly convoluted paths and players getting lost. Obviously, a single straight line from start to finish wouldn't be much fun either. The process often works backwards: first, I pin down
Jan 21, 2026 0 1
Weekly Dev Update - Jan 12, 2026
For the coming period, I'll be spending most of my time on level design. I'll be blocking out rough scenes based on various ideas, then adjusting the layout according to the story flow, and then tweaking the scenes again based on the layout... It's an iterative and lengthy process that will continue
Jan 12, 2026 0 3
0:17
Weekly Dev Update - Jan 5, 2026
2026 is here, and work has begun. Unfortunately, I hurt my knee while hiking to see the snow on New Year's Day, so I'm stuck at home resting. On the bright side, it gave me time to properly play through the Resident Evil 4 RemakeDLC, Separate Ways. I played with a notebook by my side, jotting down i
Jan 5, 2026 0 11
It's Almost the New Year
It's hard to believe how fast time flies. The year "2025" still sounds incredibly futuristic and sci-fi to me, but in just one more day, it will be history. Maybe in the blink of an eye, we'll be welcoming 2033 😁. I wonder... Jodi should be in high school around now, right? 😊 This week, we continu
Dec 31, 2025 0 3
Weekly Dev Update - Dec 22, 2025
Me I'm planning to dedicate the next two weeks to finalizing the script for Chapter 3 and polishing the storylines. As the final chapter of TKA, it needs to tie up all the loose ends, which feels like a lot to cover. Some plot points might even be shifted back to Chapter 2. Naux This week, Naux is
Dec 22, 2025 0
Chapter 2 is Done, But Jodi's Journey Continues
Hey everyone, Chapter 2 is finally wrapped up! We hope you're enjoying it. The Steam Awards nominations are opening soon. If you've been enjoying TKA and Jodi's story, we'd be super grateful if you'd consider voting for us! Looking back, developing this chapter wasn't easy. We made a lot of changes
Nov 20, 2025 0 4
1:05
The chapter2 trailer
Sorry for the wait everyone, we're still ironing out a few minor issues and need a bit more time. We're working to resolve them as quickly as possible. 😎
Nov 7, 2025 0 11
Chapter 2 is Nearing Completion!
First off, we want to apologize for the long wait since the last update. We've been fully dedicated to developing Chapter 2 since May. What's next in the story? Who or what will Jodi encounter? What new types of mutants will appear? What about new weapons, outfits, hairstyles, and items? We're thril
Oct 27, 2025 0 10
Motion Capture Completed!
The motion capture work is finally done! There are quite a few cutscenes this time, but fortunately, we had an amazing actress on board. She put her heart into every move, and thanks to her dedication, the mocap sessions went incredibly smoothly. Naux is very happy with the results 😁. Of course, th
Jul 25, 2025 0 1
July Development Update
Time flies—I barely even noticed it. We're still fully focused on Chapter 2. Every bit of work we're doing right now is in service of that goal: new story animations, new weapons, new enemies, new companions... all in progress. Since the whole chapter is tightly story-driven, it’s hard to show speci
Jul 12, 2025 0
4:19
The function of NPC teammates is under development
The function of NPC teammates is still under development, and there are many problems. The functions include: exchanging items and clothing, issuing instructions. And I hope that teammates will also mutate after being killed by zombies. The reason for making NPC functions at this time is that they w
Mar 28, 2025 0 11
Exclusive Costume Pack: Maid
Feb 22, 2025 0
Goodbye, dear 2024
This has been another life-changing year for me. The seed of my childhood dream of creating games has begun to sprout this year. I vow to nurture its growth with utmost care. Wishing everyone a Happy New Year.
Dec 31, 2024 0 1
This is a special Christmas.
We apologize for not releasing the holiday version of our game on time. However, we have some good news to share. - TKA's development team has grown, which will help us manage the workload better. New experienced members will allow us to focus more on designing interesting gameplay and content, impr
Dec 25, 2024 0 1
Showing 1 - 50 of 74

