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 useful suggestions that helped us spot issues early, allowing us to adjust our approach before bigger problems arise.
We also received plenty of encouraging comments, which truly warmed our hearts and gave us strength.
So, for parts of the game that don’t contain major spoilers, I think we should record and share more videos, and keep the conversation going with all of you.
Rage Mode is now basically functional, with most of its mechanics in place. Naux still needs to tweak some of the animations and fill in the missing ones.
We're thinking that even in Rage Mode, Jodi can still be pounced on by zombies and enter a QTE state—but this time, instead of using a knife to counter, she can instantly execute weaker zombies, essentially "judging" the zombie that attacked her.
Just imagining that effect feels really satisfying. But it’ll require a lot of new animations, and as Naux said, it won’t be done all at once—it’ll take some time to polish properly.
This week, SHJIEJIE started working on the textures for Chapter 3’s environments, including walls, floors, and ceilings. Different textures will be needed for areas like corridors, offices, dormitories, labs, decontamination rooms, isolation chambers, the morgue, and more.
I’ll continue refining game mechanics, zombie AI behavior, and other features.
In the image, you can see two device models I made myself because I couldn’t find suitable assets online. Feel free to guess what they’re used for—the answer will be revealed after Chapter 3 launches, 😁.
Comments (16)
The above photo is probably a transfusion chamber. Or maybe a torture chamber. Anyway, I hope the Rage Mode wouldn't affect Jodis' good looks. Anyway, I'm anxiously waiting for Chapter 3. By the way, I hope you can allow sorting in the games storage boxes especially with the weapons and allow red dot scopes to be attached to the handguns (with ads). Thank you so much!
I love this game I have over a hundred hours in it beat every challenge map, collected everything. Glad so many people appreciate the work y'all doing. Hope after this project you make more games like it.
It appears to be a device that uses a virus extracted from the host to make something biological weapon
I would like to thank you very much for the first two chapters of the game. the gameplay was very smooth and the game was easy to run making the experience that much better. I cant wait to see what happens next in the story and i am eager to replay once the game is completed. i hope the team takes care of themselves.
I wanna see Jason in chapter 3 🥲
maybe Jason can be her love interest or something
I would also like to mention one important point. In general, puzzle and maze-based games that require exploration and problem-solving can sometimes create a feeling of fatigue for the player, especially when they need to constantly search through many rooms and areas. Because of this, I think it is very important to create some kind of visual rhythm and environmental identity throughout the game world. My suggestion for reducing this feeling of exhaustion is to divide connected areas into recognizable categories using unique colors, symbols, patterns, or specific design elements. For example, you could use certain bolt designs, decorations, textures, or environmental details repeatedly in related sections so the player subconsciously understands where they are and feels more oriented inside the map. A good example would be assigning a unique color theme to each floor or major area of the game, similar to what games like Haydee did successfully. If the game has six floors, each floor could have its own identity and atmosphere through colors such as green, red, blue, yellow, orange, and black. This not only makes navigation easier and more memorable, but also keeps exploration visually fresh and psychologically less tiring for the player. Small environmental details like this can greatly improve the overall experience because players begin to associate certain moods, mechanics, or memories with each area instead of feeling like they are endlessly wandering through similar-looking rooms. In the end, I sincerely wish you success with the project. I hope the game turns out great and achieves the recognition it deserves. Good luck, and keep up the great work.
Nice 👏🏿, keep working 💪🏻 👷♂️.
keep up the good work guys ! love your game !
TKA has really brought me back to Survival Horror after I hadn't touched any game in that genre after Resident Evil 6. I can't wait until you guys are ready to release chapter 3.
Speaking of QTE situations, can we have some more of them? Chapter 2 basicaly had none from the new zombies and left me a bit dissapointed
Reading your latest post made me want to reach out and make sure you know how much your work is truly appreciated. The Killing Antidote is incredible, and I'm loving every moment of it. Please never hesitate to share your progress or test videos with us; seeing your dedication and the raw mechanics coming together only makes the community more excited. Thank you for creating something so special. You're doing an amazing job!
I would like to say thank you again, I love the game you did and I respect all the great job you do. Thanks a lot for your effort. Can't wait for a new chapter to arrive.
So glad to hear you guys feeling motivated, this game has been by far awesome to play, I love putting on some music and mowing down zombies in challenge mode, it feels like RE mercenaries and soon with those takedown moves its gonna be even better, thank you guys for showing love to this game and us the players, I know the feeling of hesitation but Im glad you guys found the confidence to share and get feedback to be better, thats what its about, looking forward to chapter 3. 🙏🏽🤩
Every update from you makes my heart race. I like the storytelling approach in your game. The use of ambiguous and suggestive questions that encourage player imagination makes the game more engaging and avoids overly focusing on sensitive aspects. Another point of discussion is Jason's illogical role. I hope the developers will take note of this and improve it eventually.
Best game ever love every part
