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I'm shutting this page down since I want to move folks over to wishlist the actual game page!
Please wishlist here, since I'll be removing the prologue from Steam by:
Come one come all! Closed Omega testing is now open for applications!!!
And Happy New Year!
So I passed my 2023 goal..... HOWEVER - the closed beta is very very close to launching.
I just need to add a few final touches - so I'm gonna go out on a limb and say January it will launch!
Now a few of us in the Discord have always thought the word Beta didn't make much sense. It's the second letter in the greek alphabet, but it's the last build before launching?
Long story short, the closed beta will now be dubbed, the "Omega Build". Since it's the final build before release.
I have finally reached a point where the entire game is playable end to end.
Although I can't show anything from the last level due to spoilers, I will say that you get a grappling hook :)
You can see it in the footage below along with the new simulation level aesthetic though!
I'm now taking a stab at re-doing the first level more in the style of the first demo (some of you may remember). Lots of folks brought up how that one felt more open and didn't involve boring long climbing sections. So I'm taking the best of both demos and mashing them together!
I've got another area complete, and only 1.5 left to polish!
Beyond that there's:
No I don't have a release date yet - sorry for the click bait.....
Still looking like this year - but can't be certain when specifically just yet!
I also missed last month's update since taking care of a newborn is significantly more work than I thought lol
But I did manage to get some things done, which I've captured in this micro devlog:
[previewyoutube=6qk0VxofWrI;full][/previewyoutube]
Please check it out, and stay tuned for more!
Just a song on loop to study to in the Megastructure :) [previewyoutube=l5tdTlQLZt0;full][/previewyoutube]
It's time for a monthly update!
As I mentioned last time, progress has been a bit slow given that our baby is coming very soon now!
I have managed to make a dent in the current level I'm working on, so not at a complete stop. I'll just show a brief, spoiler-less montage of that level, since no new features have been developed :)
[previewyoutube=PKJqjaKZ-Eg;full][/previewyoutube]
Stay tuned for more!
It's been over a month since the last update, and progress is still quite speedy!
Lots of progress since the last announcement!
Time for the monthly progress update! Please read till the end to get contingency socials :P
Here are a few things I've accomplished since the last update:
It's been about a month, so it's time for another update!
In prep for level design, I did have to do another round of mechanic revamps. I wasn't happy with the dashing mechanic - it felt floaty and weird. Additionally, the sliding had some issues where, after reaching critical velocity and falling off a ledge, you'd die instantly.
Both have been resolved.
I've also changed the way tutorials are done! They are no longer super annoying. Still have some styling to do, but it works well imo.
You'll also notice that you can now ledge-climb even without picks :)
Hey folks, It's been a while since I've posted an update here. Mostly have been busy at my day job - BUT I have still managed to make significant progress.
It's been a while since the Steam Fest and I've made a bunch of progress since then!
I've finally pulled the trigger and launched a patreon page here:
I'm absolutely floored by the reception of the prologue / demo, and I want to thank everyone that played, left feedback, joined the discord, uploaded speedruns, and just shared their thoughts in general with me.
I just wanted to post a brief update for everyone on what to expect next!
Second patch! - Changed the readability of the chasm crossing path - Fixed a bug where holding the space bar after jumping from a wall would prevent you from re-clinging. This probably contributed to folks failing to exit the cavern where you get the picks - I also made it slightly easier to exit that cavern
- Control prompts for closing the scan window is now set to whatever the active controller is - Climbing tutorials appear only after getting picks - After skipping cutscene and then quitting and continuing the level doesn't allow the cutscene skip message to appear on the screen
Thanks so much for your support for the prologue demo!
This version seemed to have far less issues reported than the last demo I released, which tells me it's going in the right direction.
So what's next?
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