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Zefyr: A Thief's Melody News

šŸŽ‰ Release Date Reveal – Zefyr Launches June 2nd, 2025! 🐢

Hello everyone! Today’s a BIG DAY! šŸŽ‰

After 12 years of solo development, I’m incredibly excited (and stressed 😬) to finally announce the official release date for Zefyr: A Thief’s Melody!

[h2]šŸ‘‰ The game will launch on June 2nd, 2025! [/h2]

Trailer


I've updated the trailer on the Steam page, but you can also watch it right here:
[previewyoutube][/previewyoutube]

The beta test is coming to an end, and while I still need to finish a few music tracks and sound effects, everything is on track for release!

Communication


I’ve reached out to the press to announce the release date — so it’s now official! šŸŽ‰
That said, media coverage has been modest so far (I’m still a pretty small fish 🐟), but if you're part of the press or a journalist, feel free to check out the official press release here:
https://www.oneiricworlds.com/public/pr/zefyrRelease.html

Zefyr will also be featured in the upcoming "Games Made in France" show next week — stay tuned!

Thank you so much for all your support during development. Your wishlists, shares, and kind words have helped keep this dream alive all these years.

šŸ‘‰ If you haven’t already, don’t forget to wishlist Zefyr!
https://store.steampowered.com/app/1344990

See you soon on the other side!
Take care, Peace! āœŒļø

Mathias, the dev

Steam Deck Compatibility – Fully Tested!

Hello everyone! Good news for all Steam Deck owners: I'm happy to report that the game has been fully tested on the Steam Deck, and the results are very promising. šŸŽ‰

Overall, the game runs very well on Steam Deck. While there are still one or two minor moments that I’m planning to polish before release, the core gameplay is already very playable and enjoyable.


I - Recommended Settings for Smooth Play


Out of the box, the default graphics settings may be a bit too demanding for the Steam Deck, especially if you're aiming for stable performance and longer battery life. But don’t worry—there’s a setup that works great!

If you're playing in handheld mode, I recommend the following configuration for a balance prioritizing performance over visuals:
  • Graphics Quality: Super Light
  • V-Sync: No
  • Target Fps: 30 FPS
  • Ocean Reflection: No

With these settings, you can expect a battery life between 2 and 3 hours, depending on the levels you're exploring.


II - What about better graphics?


If you're using your Steam Deck plugged in, you can crank up the visuals. The game handles medium settings pretty well, but keep in mind that higher settings may cause the Deck’s fan to kick into overdrive, since the GPU will be working harder.

This is totally normal, but ti might be annoying. Your call!


III - Is it Steam Deck verified?


Not yet—but I’m working on it! While the game doesn't have the official Steam Deck Verified badge just yet, I plan to request it.

So that's it for this time. Thanks a lot for your continuous support!
Have great day!
Peace 😊

Mathias, the dev

Final Content & Beta Test

Hello everyone!
Here’s the monthly update about the game! So, what’s new since last time? Two big things:

  • All gameplay content is finished.
  • The game is FINALLY in beta test!

All the details below!


Content


A lot has been added since the last update:
  • All gameplay content is now complete! Just yesterday, I finished adding everything: all the rewards, paintings, animals, flowers, quests, hearts, and maps.
  • However, I still have some work to do on the narration. I’ve added dialogues for the endgame, but I still need to work on a few more NPCs.
  • I’ve also started adding some missing music for certain levels: Green Island, Pirate Island, The Quack Shack, as well as tracks for the flute and combat scenes.
  • We now have Spanish and Brazilian Portuguese translations, thanks to the amazing work of my dad (Spanish) and Rinaldo AlĆ­pio Bueno (Portuguese).
  • And I’ve added tons of small details to enhance storytelling in the world.

Thanks to beta testing, I was able to improve the game’s flow to ensure everything reads smoothly. I’ve adjusted element positioning, contrast, dialogues, timing, puzzle designs, clues, and even reworked some enemies and bosses.

Now there's a little restaurant on the pirate island.

A big moon with auroras.


Polish, FX & Feedback


  • New feature: An auto-backup save system to prevent save losses due to crashes. Huge thanks to the beta testers who (unfortunately) experienced this issue firsthand.
  • Improved snow particles, laser feedback, letter shake effects, hit stops, and sand shader dithering.
  • Small particles on hidden interactable objects for better visual feedback.
  • Adjusted sound volumes for a better experience.
  • Map rendering improvements: Floors now appear in the correct order for better readability, fixed draw calls and multi-render issues.
  • Another pass on unification, sky/atmosphere improvements, particle adjustments, and navigation meshes.
  • Tons of bug fixes related to gameplay, rendering, dynamic loading, and various edge cases.


Small white stars indicate some hidden object, but you'll have to watch closely to spot them.

Community & Events


This month, I submitted the game to 7 festivals:
  • MIX Spring
  • The Days of Ramadan āœ… (I got accepted! Yay šŸŽ‰)
  • Sci Game Show
  • Minimal & Chill Steam Fest
  • Six One Indie Showcase
  • Games Made in France
  • Wholesome Direct

I usually don’t get accepted, but this time, the Days of Ramadan welcomed the game! 😊


Beta Test


And the biggest news: Beta testing is happening RIGHT NOW! šŸŽ‰
I’m gradually opening it to more people as I fix bugs.

If you’d like to join, hop into the Discord server and check the rules:
[h3]šŸ‘‰ https://discord.gg/8CfrMJVSeb[/h3]

Huge thanks to all beta testers! Your feedback has been amazing. šŸ™Œ
I also tested the game on Steam Deck—I could finish it, but it still needs a few optimizations.

And you might have guessed it, but the game won’t release in Q1 2025. I’m behind schedule, so the release is now pushed to Q2 2025.


Bonus


Recently, I noticed my blog was laggy and hard to maintain. So, I looked for alternatives to WordPress... but wasn’t satisfied.

So I coded my own static site generator (SSG), as a test! šŸŽ‰
For those unfamiliar, an SSG generates a bunch of static HTML pages from simple text-based articles. It was super fun to build—but (as always) more complicated than expected.

I also took the time to draw a banner for the new blog! šŸŽØ


For the curious, here’s a temporary version: https://www.oneiricworlds.com/blog/en
It's still a work in progress, but it should be MUCH faster and lighter than my current blog. We’ll see how this evolves!


Thank you all for your support!
I’m getting closer to the finish line now.

Take care, peace, and see you on Discord! āœŒļøšŸ˜Š

Flow, Upgrade & Mini Game

Hello everyone, and Happy New Year! So what's new for this month of January? Quite a lot actually!


Improving Flow


As mentioned in the last post, I started a 1st beta test with a small group of lucky (or not so lucky?) friends, players, and designers. The feedback has been incredibly helpful. So, over the past month, I’ve been primarily improving the "flow" of the game. By flow, I mean: Do players understand what to do? Where to go? Is it clear enough? Are they getting lost? Is it too difficult or too boring? These are "high-level" improvements that can only be tackled once the "low-level" aspects are stable enough (no bugs, stable mechanics, understandable UI, etc.).

Here are some of the changes I made:
  • Added points of interest in various levels to guide the player’s eye, such as lanterns near important doors, contrasting plants (e.g., salads!), or floating particles.
  • Adjusted the placement of key items to make them more visible (e.g., the pianist in the bar); removing surrounding grass, adding lights, or creating distinct shapes to draw attention.
  • Enhanced readability by adding more contrast, such as larger cracks to hint at hidden secret walls, avoiding similar colors around important items, etc.
  • Tweaked colors to avoid confusion between different key badges, laser beams, or other items.
  • Added text bubbles that appear over distant important NPCs.
  • Made bigger cannonballs for improved readability.
  • Adjusted when new quests appear to better capture the player’s attention and fixed potential soft locks.
  • Added auto-save zones for overly challenging levels.
  • Updated maps with useful additional information.
  • Added nav-island posts on visited islands (expanding the game’s teleport system to make ocean exploration smoother).
  • Improved text and dialogue, adding emphasis by highlighting key words in different colors.


A more visible spot for the pianist

Turtles hang out around water salads and occasionnally "speak" to draw player's attention.

A few more info on the map.


Scaling Levels and the World


One of the main pieces of feedback from the beta test was that the world felt "too big and empty." So, I rescaled 4 of the largest and most annoying levels, as well as the world map. This was a huge task because I had to re-test all the levels to ensure that mechanics like jumps, projectiles, and distances still worked well—it wasn’t as simple as applying a global scale. Some elements had to remain their original size.

This scaling process corrupted previous save files (from beta testers and players who tried the demo), so I had to code a save porting system to ensure no progress was lost.

Rescaling the world also meant revisiting all the loading and activation zones for each island to avoid conflicts. Additionally, I had to rework the ocean textures to make them visually cohesive and compatible with the new world tiling.

For reference, the world is now 6x6km, still mostly water, with 18 zones/islands to explore. A few more zones are planned.

Lots of islands to discover.


Adding New Features


I also took the opportunity to add some new content to the game:
  • A new level: the Aqualums Library.
  • A painting shop on Aqualums.
  • A zoom/dezoom feature for the map.
  • Unrevealed areas on the map now show as "???" if you don’t have the local map.
  • Added aiming animations for the character when jumping or falling.

And a few new upgrades for the player to discover:
  • Focus Band: Slows time when aiming.
  • Lightness Ring: Enables smooth landings (without noise) near guards.
  • Pepper Salad: A boost for turtles, allowing them to travel faster and reducing journey time (this works well with the scaled-down world).
  • Magnetic Core: An upgrade for one of the weapons.
  • There are also now 4 outfits to collect, each with unique properties designed to be useful in different levels and situations.


An outfit to go faster.


General Upgrades


Finally, I’ve polished and improved several aspects of the game:
  • Updated the final cutscene.
  • Refactored weather zones code. Weather effects are now continuous in the open world, with sound effects and the ability to handle rain, thunder, pollen, snow, grass blades, and more. It’s also fully compatible with the world tiling.
  • My father has started working on the Spanish translation.
  • Fixed respawn zones (the zones that prevent falling into chasms) in all levels. Some were poorly designed and caused conflicts with cutscenes and dialogues, leading to soft locks.
  • Cleaned up old components and unused code.
  • Improved production tools: I can now generate all outside levels with a single click and perform better pre-release automated checks.
  • Tons of minor fixes and improvements.


Now the rain appears and disappears smoothly.

In the end, as a result of the beta test (which is still ongoing), I’ve built and released 6 more versions of the game, taking it from 1.0.6 to 1.0.12.


Festivals


This month, I didn’t do much marketing for the game, but I applied to 6 festivals: Storyteller, LudoNarraCon, Precision Platformer, Sportacular (for "Slide," my other game), BIG LATAM, and Cozy & Family-Friendly Games Celebration. Fingers crossed!


A Little Christmas Game




Last but not least, for Christmas, I designed a small hidden object game where you search for family presents in my family’s house. I had previously made a similar game for my in-laws, but not for my own family. That’s been fixed now! You can play it for free here (in French, but you’ll figure it out):


That’s it! Actually, this turned into quite a big update. The beta test will gradually open to more people, so stay tuned!

As always, thank you so much for your continued support.
Take care, and peace!

Mathias

Full game level up, festivals & beta test approaching

Hello everyone!

It’s time for another development update on Zefyr: A Thief’s Melody. Progress has been steady, with lots of improvements across the board. Let’s dive right in!

I - Functional & Graphics Improvements


I’ve been testing the full game once again after all the latest updates, and while things are looking better, I found plenty more to refine. Here’s what I’ve been focusing on lately:

[h2]Content Updates[/h2]

  • World Enhancements: Every level has been upgraded with added details like vegetation, stencils, rocks, grass, fog effects, set dressing, and other polish.
  • Animal Additions: The world now features 35 unique animal species, with over 100 individual animals scattered throughout. Each one has its own avatar too!
  • Collectible Quests: I’ve compiled a complete list of animals and flowers, so now the ā€œcollectā€ quests are officially finishable.
  • Chocolate Placement: Three chocolates now grant you one additional heart, and you can finish the game with a total of 10 hearts.
  • Key & Boss Updates: All key cards and bosses now have updated avatars.
  • New SFX: A tiny but satisfying touch—slingshot sound effects are in!


[h2]Fixes[/h2]
  • Graphics Issues: I’ve addressed glitches with lock FXs, transparency problems, and visual FX bugs.
  • Character Faces: Some NPCs and guards got a facelift, literally! Improved skin textures and optimized imports make them more consistent.
  • Grapple & Climb Bugs: Annoying issues with these mechanics in certain cases have been resolved.
  • Save Fixes: Fixed saving problems with open-world bosses.
  • Camera Consistency: Now the camera behaves uniformly when showing switches or doors being activated.


[h2]Optimizations[/h2]
  • Merged plant objects for better performance.
  • Cleaned up old, unused game objects.
  • Refined and updated the world map.

With these changes, the main and side quests are now fully functional. There’s still a bit of content to add in certain zones, but overall, the game is graphically nearly as polished as the demo. Characters look more coherent, and here are a few new screenshots:



That said, there’s still plenty to do in terms of narration, cutscenes, music, and sound. Those will be the next big areas of focus!


II - Community & Festivals


[h2]Steam Next Fest[/h2]
I participated in the Steam Next Fest recently. The results were a mixed bag; +800 wishlists: Not as many as I had hoped, but the feedback was positive. Players enjoyed the demo, which is great reassurance for me as a solo dev!

[h2]GWB Awards Finalist[/h2]
I was thrilled to be a finalist in the GWB Awards (organized by Tencent). While I didn’t win, making it that far was already a big achievement—it’s the first time Zefyr has been selected for a festival with such high standards.

I also got a small visibility boost from being featured on the dedicated Steam page for a few days, which brought in +100 wishlists.

So I added this nice logo to the Steam page (the 1st of the reward section):


[h2]Social Media[/h2]
I’ve been trying to stay active on social media, with posts on Reddit (where I’m still running a few ads), X, and Bluesky. Speaking of Bluesky—it’s been blowing up lately! I gained over 1,000 followers in just a few weeks, thanks to being featured in a few ā€œGame Dev" starter packs.

If you’d like to join me there (especially as X continues to lose active users), here’s the link: https://bsky.app/profile/oneiricworlds.bsky.social.


III - Beta Testing News


The full game is now in the hands of a few trusted friends for testing. And luckily... they’re not holding back šŸ˜…. They’ve pointed out a lot of issues, especially with the level flow in some critical areas. I’ll be addressing all their feedback to ensure future testers don’t have to suffer as much!

[h2]Private Beta in December[/h2]
The next step is the official private beta test, which I plan to launch in December. Think of it as a little Christmas present for some of you šŸŽ„.

I’ll share the details on my social platforms, Patreon, and Discord, so stay tuned!

That’s it for now. Thanks so much for your continued support—it means the world to me.

Take care, and I’ll see you in the next update, hopefully a beta announcement!
Peace!

~ Mathias