Upcoming Fests! + Devlog | 2.27.25

We are excited to be a part of multiple upcoming Steam events - including Visual Novel Fest! If you've found us recently, please be sure to join our community, and let us know where you first discovered Fine Work! In the meantime, try our DEMO today, and enjoy our recent Fine Work dev updates.
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DEVLOG We wanted to highlight some aspects of what we've been working on recently this week!
- Dynamic Volumetrics
Some of our big plans for Fine Work's music levels involve creating a more ethereal, dreamlike experience! We're still iterating on this from a design perspective, but we've been cooking on some new rendering tools that'll allow us to create stylized lighting, volumetric fog, and new shaders. The stage is a pretty big part of any performance, after all.


- Camera Track
Everyone who's played Fine Work knows our levels involve a glittering track for the player as they craft their way through our music, and we've been working on expanding our design tech. In future versions of Fine Work, our designers will be able to control the camera as the player whizzes through the ether- a much more curated look into the craft of a shaper.
- Upgraded Transitions
We've started the process of polishing our sprite shaders within the visual novel! In Fine Work, we're implementing dynamic sprite shaders in the same way that animators use smear frames. By creating timelines with bespoke keyframes for elements like position, stroke, and opacity, we can create smooth transitions for various, frequently used pose transitions. Check out the new and improved transition samples below and let us know if you can feel the difference compared to the current demo build.

That's all for this one!
Happy Thursday, muck. Stay vivid!
The Tethys Team
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