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 the key locations where story events happen, then connect these locations with pathways. After that, I branch out those paths, adding forks, combat encounters, and puzzles.
The trick lies in designing the spaces and routes cleverly—they shouldn't be monotonous, but also not too complex. My current plan is to divide the larger chapter into several distinct zones, each with a clear name and visual identity, such as: Laboratory, Office Wing, Living Quarters, Quarantine Zone, Waste Processing, etc. Each zone will have defined floor levels, and each objective will clearly state which zone it's in. This way, the area we need to explore at any given time is more focused. It preserves the fun of exploration without mindlessly following a path, while also preventing the frustration of running all over the map.
Of course, this is the ideal plan. The reality of implementation is always more complex.
Regarding DLC
The Cowgirl Outfit Pack is finished. SHJIEJIE has moved on to creating a Chinese New Year-themed outfit pack.
However, I've run into two issues:
I learned that Steam DLC store pages, just like the game itself, require review, and the queue is surprisingly long—about a week. The Cowgirl DLC page is still waiting for approval.
The API for DLC is quite different from the Steam Workshop's. I initially implemented it incorrectly, so a small game update is needed to ensure DLC loads properly. I get incredibly nervous with every update, testing over and over, always worried about introducing new bugs.
Regarding QTEs
Naux is working on new QTE animations. We expect at least one to be completed this week.
Comments (8)
I love this game!! Just a suggestion or comment... can we have death expressions for Judi? I mentioned it before, but I'll mention it again. Cheers!!
I really hope that while you were playing through RE4 remake, that you noticed that ranged enemies MISS from time to time. YOUR monsters dont. I suspect you should look at how re4 did it and do something similar.
Disagree with your statement, the spitters have a clear visible and audible point when they lock aim. After that they dont change their aim and "fire" in like 0,5 sec. Its really predictable and satisfying to avoid. If you are talking about the other enemies I´m not sure if its the same system, but they don´t have to look as far as RE4 remake for a good range system.
I really like this game, and I think it’s exceptionally well-made. The level design and enemies are beautifully crafted. That said, I do have a few small suggestions: I hope the female protagonist’s facial expression when she’s knocked down or dies could look a bit more natural — for example, her jaw could relax and her mouth could naturally fall slightly open. It would also be great if Photo Mode could include some facial expression options to choose from. Finally, thank you so much to the development team for creating such an amazing game!
Will we see Jason again? 🥲
Honestly I hope not. Creepy Mofo. Spent all of two seconds with Judi and already seems like hes in love with her or something. Giving serious stalker vibes. To be fair, I think hes gonna be a boss.
Honestly, I can’t wait to play more. I recently started playing chapter 1 again and I’m in chapter 2 now can’t wait for chapter 3.
The green room at the bottom looks like a boss room or survival room
