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The Pale Piper combines tight, skill-based movement with Metroidvania-style progression, creating a story-rich adventure where every leap carries weight.

Precision Platforming

Master meticulously handcrafted rooms, pushing your skills and reflexes to the absolute limit.

Interconnected World

Journey through a dense, interconnected land filled with hidden secrets and forgotten lore.

Discover Abilities

Unlock new abilities to overcome obstacles and reach the unreachable.

A Dark Tale to Unravel

Uncover the mysteries and fate of a world ensnared by a cursed melody.

Boss Battles

Outwit relentless bosses - where precise movement is your only means of survival.

Brutal Endgame Challenges

Take on merciless challenge areas and conquer the hardest trials this world has to offer.

The Pale Piper
FreeTimeDevDeveloper
FreeTimeDevPublisher
Q3 2025Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Autumn Progress Update New Trailer, Polish, and More

The world of The Pale Piper has grown a lot since the last update. Both in scope and in atmosphere.

Its been a busy stretch on The Pale Piper and a lot has happened behind the scenes.

A New Trailer & Steam Page Refresh

The Steam page has been fully updated with a new trailer, new screenshots, and looping GIFs that better represent the current state of the game. The description has also been adjusted to match the tone and world of The Pale Piper.

If you havent checked it out yet, nows a great time to take another look. And if you enjoy what you see, dont forget to wishlist it.

Game Progress & Polishing

On the development side, most of the focus lately has been on polishing and balancing. Almost all rooms are now complete, and Ive been going through them one by one to make sure everything feels consistent and rewarding to play.

Theres also been:

  • A slightly refined color palette for a more cohesive and moody look.

    [/*]
  • Improved sound effects and mix clarity.

    [/*]
  • A lot of work went into boss fights, including new introductions and presentation tweaks.

    [/*]
  • Many more environmental details added: weather effects, background layers, and small touches to make the world feel alive.

    [/*]
  • Several enemies updated, and a few completely replaced.

    [/*]
  • A full dialogue overhaul, improving tone, pacing, and readability across the world.

    [/*]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44993771/5de27e12af16bceaac4b91f626edf4f881416849.png\"][/img]

NPC Additions

Ive also added a few more NPCs to the game: strange characters scattered through the world that help make each area feel distinct. Some will offer challenges, others small story hints, or just add a bit of weirdness and life to the world.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44993771/ee5d112896f8c7a03df2891d38e68672d62ba5a5.png\"][/img]

Steam Achievements

Steam Achievements are now finalized and fully integrated! Im still considering whether skill-based achievements should remain unlocked when Assist Mode is on... let me know what you think about that.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44993771/9eaedb1366522a02213079d24231121f5471d36b.png\"][/img]

Engine Upgrade & Performance

The game has been updated to Godot 4.5.1, which might be the final version I move to. The new tilemap collision system made a huge difference for performance, and its now officially possible to hit 300+ FPS on a certified potato.

It also runs great on Steam Deck, which I personally use a lot. So Ive been prioritizing optimizations for it from the start. Im also aiming to get the game Steam Deck Verified.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44993771/f4e800567c4fa963cc01b257c0430e001f0b1942.png\"][/img]

Tools & Workflow

To help manage the projects growing size, I built and released a small Godot Cleaning Tool that automatically tidies up leftover project files. Its been really helpful for keeping things organized and speeding up build times.

I also created another tool for reaching out to content creators and press. Its been immensely useful, and I plan to polish and release it at some point.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44993771/00ab090fdde146399654ff7ec60bd920b03363cf.png\"][/img]

Whats Next

The focus from here is on final polish, testing, and finishing touches. I can already see a light at the end of the tunnel, and Im excited to finally share more of it soon.

Theres also an update to the demo planned. Since so much has changed, I want players to experience the beginning of the final game, and then continue with the same save file in the full version if they enjoy it.

As always, thank you for the support! It helps more than you might think. If you havent already, wishlist the game on Steam, join the Discord, or just leave a comment. It all means a lot.

[dynamiclink href=\"https://store.steampowered.com/app/2925120/The_Pale_Piper/\"][/dynamiclink]Cheers,

FreeTimeDev

[ 2025-10-21 18:29:31 CET ] [Original Post]

Minimum Setup

  • OS: Ubuntu 18.04 LTS or later (64-bit)
  • Processor: Intel Core i3 or equivalentMemory: 4 MB RAM
  • Memory: 4 MB RAM
  • Graphics: Intel HD 4000 or better
  • Storage: 1 MB available space
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