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Fine Work News

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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A Fine Kickstarter Launch Day! + Devlog | 1.16.25


Thank you all so much for an incredible launch day! We are energized by all the support, and grateful for all the backers that have joined in on our project so far! We have seen spikes across all of our socials and our Steam pages as well as this project over the last day and a half, and we're so proud!

We were alerted of an error on the Heralds’ Guildmate tier, and wanted to confirm: Anyone in this tier will receive the digital art book. Thank you!

Stay tuned to our updates over these next two months for up-close views on our current product samples, where we will be during MAGfest 2025, and more behind-the-scenes of our game!

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We wanted to share a little bit about the newest changes to our demo build! If you haven't tried it yet - you must go visit our Steam page soon!

Changes:

  • Narrative overhauls for days 1 and 3 for better pacing and characterization.
  • Added new poses for Greenbell and improved puppeteering.
  • Cleaned up branching narrative logic.
  • Removed visual artifacts on some character poses.
  • Fixed some overtuned/clipping audio.
  • Improvements to puppeteering with Marr and Bedlin.
  • Tweaks to the Glossary terms and definitions.
  • Updated targets for the Main Menu and end game link buttons.
  • Changed title of “Steady Hands” to “Steady Hands (Tutorial)”
  • Added a “Hold space to warp” prompt to crafting levels.
  • Added difficulty ratings to the rhythm levels in the Level Select Menu.
  • Added a demo disclaimer to the Main Menu.
  • Performance improvements in the rhythm/crafting game.


Bug Fixes:

  • The game will now allow players to pause when hitting Escape/Pause while a tutorial prompt is visible in the Steady Hands level.
  • The player’s needle will no longer disappear when changing difficulty in the middle of a rhythm level.


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There are many ways to help support the project for free (or after pledging already) including:



What a wonderful, joyous launch. Thank you again~!
Stay Vivid!