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October 1, 2026

Dev Report – September 2026

Hi everyone,

Update 0.5.0 was released very recently, so I don’t think there’s much point in going over everything that was included in it or describing the usual testing and debugging stages again.

Still, I managed to get some work done after the release, and I’d like to share what I’ve been focusing on in this Dev Report.


Level Streaming Optimization

When I first started developing PI while learning Unreal Engine at the same time, one of the technologies I discovered was Level Streaming, which makes it possible to build large connected worlds without traditional loading screens between locations.

Back then, my first thought was basically: “Great, no loading screens between areas.” Now I understand much better that every technology needs to be used with proper understanding of how it actually works.

As the world of PI kept expanding, freezes during loading and unloading of locations and sectors became increasingly noticeable. I’ve also received quite a bit of criticism about this, and the larger the game became the more obvious these pauses were getting.

Because of that, I decided to deal with the problem now instead of leaving it until the end of development.

I had to split larger locations into smaller streaming levels that can be loaded more gradually instead of being pulled in as one massive chunk. These layers now become active as the player approaches them. At the same time, I also made major changes to the way textures are handled throughout the game.

As a result, the loading delay during transitions between locations dropped from around 300 ms to roughly 25 ms in my tests.

Before:

After:

Of course, the exact result will vary depending on the PC, but even so, this is a significant improvement.

I probably won’t be able to eliminate these delays completely, but if I can make them less noticeable, I’ll continue working in that direction.


Texture Optimization

This is another part of the game that has been bothering me for a long time, so I finally decided to seriously focus on it.

I managed to optimize a large portion of the game textures without any noticeable loss in visual quality and this had a major impact on VRAM usage.

In some areas, the game now uses around 2–3 GB less VRAM than before.

Before:

After:

This part of the optimization process is still ongoing and with the knowledge I’ve gained from this work, textures for future locations will be created in a much more optimized way from the start, while still maintaining the same visual quality.


Level Design and Blocking for New Locations (TEP)

Work has begun on the next locations for The Evolution Path.

Judging by the feedback, this branch of the story interests many players just as much as the main storyline, so I want to make sure that progressing through TEP remains interesting in its own way and continues to have its own distinct gameplay mechanics and identity.


Bug Fixes

There weren’t too many bugs reports after the release of the update but some of them were serious enough that I didn’t want to postpone fixing them.

This included issues such as being unable to draw a weapon in certain situations, as well as some unexpected behavior from the new boss under specific coditions.

Such bugs are not critical, but I decided not to put off fixing them.


Next month will be focused primarily on building the new locations, continuing optimization work, and developing new content for TEP.

Best regards,
Kodman

Comments (12)

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Charles Souza · October 12, 2026

Have finally gotten a chance to download and play through what's available. Been so addicted. Loving what you have put out so far and am looking forward to playing more!

L
Lotus Saintcrow · October 7, 2026

I'm gonna be honest - I am very impressed with the level of detail and thought you've put into this game. I was genuinely taken aback by how well-designed it is and how you've set levels up. The VA work has been pretty good, too. That being said, certain aspects of combat still need to be worked on, as well as enemy balancing in general. But for what it is so far, genuinely impressive

S
Sam SP · October 7, 2026

hi kodman please can you provide a role on your discord i am moesizz i just dmed you as well

m
matthew skramstad · October 4, 2026

Love the game, especially the evolution path 😁 But is there any way at this time to beat the boss or is that the end of content and beginning of TEP???

K
Kodman Games · October 4, 2026

Hey! Yes, the boss can be defeated, but there isn’t much content after the fight yet.

C
Chalupa27 · October 2, 2026

Thanks for all the hard work you've been putting out for us ^^ <3

J
Johnathan Andrews · October 1, 2026

Amazing work as always, I wanted to ask about the TEP path. Do you see additional "infection" transformations to Oni? Like tentacles coming out of her mouth or body like some of the bosses, cocoons for transformations, or also just her infecting others?

K
Kodman Games · October 2, 2026

Thank you! As for your question Oni will definitely continue to evolve - that’s why the storyline is called The Evolution Path. But I’m not raedy to reveal exactly what those transformations will involve yet. 😉

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Nev · October 1, 2026

Especially the optimization of the game are really good news. I still remember when you struggled with light and darkness when you started the project. I am glad to see you could improve so much.

K
Kodman Games · October 2, 2026

Yeah, it’s been a long road, and I don’t think there’s really an end point when it comes to improving things. 😄But thank you very much for sticking with me through all of it and supporting the project along the way.

C
Chris M. · October 1, 2026

superb 👍⭐👍⭐👍⭐👍⭐👍⭐💗💗💗

I
I love parasit! · October 1, 2026

💖💖💖