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September 1, 2026

Dev Report – August 2026

Hi everyone,

August was a slightly unusual month for development, as I took around ten days off to deal with some personal matters and, just as importantly, get some proper rest. It was a much-needed break, but I’m back now with a clearer head, renewed energy, and plenty of work waiting for me.

Despite the shorter development month, I still managed to make good progress in several areas of the next update. So, let’s take a look at what was done.


New Boss Mechanics

As I’ve mentioned more than once, I’m not a big fan of straightforward boss mechanics built around the classic “shoot the boss, run away, shoot again, win” loop.

Just like with Lotus, this boss will have its own puzzle-focused mechanic and two distinct phases. Yes, you’ll still have to shoot him, but combat itself will be more of a secondary element rather than the main challenge.

The logic behind this boss is probably the most complex enemy AI I’ve ever created, since it ties together a lot of environmental elements, triggers, and cutscenes. Because of that, I really hope the encounter ends up feeling intuitive for most players and, equally importantly, not too buggy.


VFX for the New Boss

To save some development time while still making the boss encounter look visually impressive, I purchased a ready-made VFX pack and then reworked and optimized it to better fit the visual style of the game.

I also adjusted the effects to reduce their performance impact, so they should remain visually rich without putting unnecessary load on weaker PCs.


Music and SFX for the New Boss

To complete the package, the new boss also received two variations of his own music theme, along with a set of custom sound effects.

All of them were created specifically for this encounter by a professional composer, which should help give the boss fight a much stronger identity and atmosphere.


New Decals

To strengthen the narrative side of the new location and add more atmosphere to the environment, was created a new set of decals featuring various signs and written messages.

For players who enjoy digging into the lore and paying attention to environmental storytelling, these details should add a nice extra layer to the location.


New Story Cutscenes

Four new cutscenes for the main storyline have been completed using animations created by the animator, so I hope the overall quality of these scenes will be a pleasant surprise.

There are still three more cutscenes left to finish, but the work is moving forward steadily.


Updated Spitter

After watching gameplay footage and taking player feedback into account, I decided not to postpone the improvements planned for the Spitter.

Since it usually stays on the ceiling, it can be quite difficult to notice in time. To improve its readability during encounters, I increased its size and added new VFX and sound effects that trigger when it attacks the player.

These changes should make the Spitter much easier to spot without taking away from the surprise or tension of the encounter.


Adrenaline Modulator V-12 Improvements

Once again, based on player feedback, I made some improvements to the Adrenaline Modulator V-12 implant.

The time-slow effect is no longer triggered automatically while aiming. Instead, it can now be activated manually by pressing [Space] while aiming, which should make the implant much more practical both in combat and outside of it.

Of course, this change may affect the overall balance, since the implant can become a little too powerful if used effectively. I’m still testing and adjusting its balance, so this mechanic may receive further tweaks.


New Implant – Bioregen

A new implant called Bioregen has been added to the game.

Its concept is directly tied to Oni’s infection: the implant uses harmful infected cells in the body as a biological resource and converts them into new tissue, gradually restoring physical health.

In gameplay terms, this means that the higher Oni’s Infection level is, the more Health Bioregen is able to restore. It creates an interesting trade-off where Infection is no longer only a disadvantage, but can also become a useful resource under the right conditions.


New Implant – Nox-Vision

A new implant called Nox-Vision has been added to the game.

It completely replaces the standard flashlight and uses the C-Scanner’s battery at roughly twice the normal rate. In return, the user gains significantly improved visibility in dark environments, making it much easier to navigate areas where a regular flashlight would only illuminate a narrow field of view.

The implant is designed as a trade-off between convenience and resource management: you get much better awareness in the dark, but at the cost of noticeably faster battery consumption.


Maps for the New Locations

Maps for both new locations have been created and added to the game, along with the triggers responsible for switching between them as the player moves through different areas.

This should keep navigation clear and make the transition between sectors feel seamless.


New Lore Notes

Four new lore notes have been written and added to the game. They expand on events that happened outside of the player’s direct experience and provide a little more context to what was going on aboard COLOS-8 beyond the main storyline.

As always, they’re completely optional, but players who enjoy digging deeper into the world and its background should find a few interesting details in them.


That’s pretty much everything I managed to get done over the past month, along with plenty of smaller changes, fixes, and improvements that aren’t really worth turning into separate sections.

From here, I’ll be focusing on finishing the remaining cutscenes, adding the usual gameplay essentials such as quest markers, items, triggers, and other smaller details, and then moving on to testing and preparing the update for release.

Hopefully, the testing phase goes smoothly and doesn’t uncover too many unpleasant surprises.

Take care, everyone.

Kodman

Comments (14)

J
João Felipe · September 6, 2026

What are the next enemies you plan to add in upcoming updates? According to the lore, there are male enemies that haven't appeared in the game yet.

K
Kodman Games · September 7, 2026

Regarding new enemies, I'm being very careful about adding them because they're extremely time-consuming to create and usually bring a lot of additional work with them in other areas as well. I do currently have a couple of new enemies in mind, including some ideas connected to the lore, but I don't want to promise anything until they're actually implemented in the game.

伟
伟 W · September 5, 2026

因为没有中文,所以一直用的指路的插件 😢

K
Kodman Games · September 5, 2026

I’m planning to completely rework the navigation system in future, and most likely the quest marker/pathfinding function will become a basic feature rather than requiring a separate implant. So in the future, you probably won’t need to sacrifice an implant slot just to use it.

U
U-me · September 4, 2026

Me gusta la dirección de este juego, no puedo esperar por probar la siguiente versión, siempre me divierto rejugando cuando sale una.

W
Wolfliam2077 · September 2, 2026

About the adrenaline modulator improvement, I remember having commented about this on discord. One thing I didn't said, though, is that if balance is an issue, in the sense that this implant will become much better than everything else, an option is to create other very impactful implants that could "compete" with this one. If you are open to more suggestions I may have some ideas 😉. It is nice to see your progress on the game and be able to contribute in some way. Thanks for the nice report !

I
Izanagi · September 3, 2026

Actually was wondering about the implant too, not only is the flashlight free from taking up an implant slot but it uses less battery leaving something more useful to be used for that slot since im already able to use a handy flashlight just fine I don’t see th tradeoff particularly appealing, maybe if it also did something outside of battery consumption like show objective marker etc

N
Ninny · September 1, 2026

Awesome work dude

N
Nev · September 1, 2026

You did 10 days off and still managed to achieve that much? I cannot imagine what you would have done with a full month of activity on the project :) The new "blood splash" effect looks cool. The only thing I miss is a mechanic to save or interact with the female victims somehow that are tied on a wall without killing them, but yeah ... I actually know the answer to these hopes.

K
Kodman Games · September 1, 2026

The 10 days off actually helped me a lot mentlly. I came back to the project feeling refreshed and with much more energy to work again. As for the Burgeons, besides their basic mechanic of respawning Spreaders, they also have another important role planned - one that is directly connected to whether you choose to kill them or leave them alive. I don't want to spoil too much yet, though. That part will become claerer much closer to the end of developmet.

L
Lunatic 0verlord · September 1, 2026

Wonder what the boss himself is like... Does he have any scenes?

K
Kodman Games · September 1, 2026

You’ll get your answer pretty soon. 😉

4
403C0083 · September 1, 2026

hell yea

E
Eric Boeglin · September 1, 2026

Looking great! Super excited to see these in the future!