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The Pale Piper News

Demo Updated – Progress Carries Over to the Full Game

[p]I’ve just released a significant update to The Pale Piper demo.[/p][p]The demo now starts exactly like the full version, and any progress you make will carry over directly when the game launches (no replaying required).[/p][p]The pacing has been tightened, and the demo now ends at the entrance to a new area, setting up what comes next in the full game.[/p][p]If you’ve been waiting to try the demo, this is the best time.[/p][p][dynamiclink][/dynamiclink]See you in Hamel’s Hollow,
FreeTimeDev[/p]

Steam Deck Compatibility

[p]From the very beginning of development, I treated the Steam Deck as a first-class platform for The Pale Piper. It was never something to "fix later." I designed the resolution, controls, readability, and performance with handheld play in mind from the start. This update explains what that actually means for you as a Steam Deck player.[/p][h2]Designed for Handheld Play[/h2][p]I designed The Pale Piper to be controller-first. Every mechanic and interaction is fully playable with a controller.[/p]
  • [p]No mouse-dependent menus or awkward workarounds.[/p]
  • [p]No moments where precision suddenly feels like it requires a keyboard.[/p]
  • [p]Natural button layouts without excessive modifiers[/p]
[p]The game was built to feel comfortable on handheld controls from the start, rather than being adapted after the fact.[/p][h2]Resolution and Visual Clarity[/h2][p]The pixel art and UI focus on a clean, readable handheld presentation.[/p]
  • [p]Pixel-perfect scaling philosophy.[/p]
  • [p]No stretched visuals or blurry pixel art.[/p]
  • [p]UI elements remain fully visible and readable on the smaller screen.[/p]
  • [p]Room layouts were designed to work at handheld resolutions.[/p]
[p]Nothing is cropped or awkwardly scaled down from a monitor-only layout. I built the game to remain sharp and legible on the Steam Deck screen.[/p][h2]Performance and Stability[/h2][p]Performance on Steam Deck is a constant focus for me throughout development.[/p]
  • [p]Smooth traversal through interconnected areas.[/p]
  • [p]Consistent frame pacing during exploration and challenge rooms.[/p]
  • [p]Optimizations made specifically with Deck hardware in mind.[/p]
  • [p]Fast transitions between rooms without stutter.[/p]
[p]My goal was consistency and responsiveness. I avoided pushing unnecessary visual effects that might hurt playability on a handheld.[/p][h2]Battery Life and Play Comfort[/h2][p]I tested handheld sessions with comfort as a priority.[/p]
  • [p]No background systems consuming unnecessary resources.[/p]
  • [p]Visual effects tuned to avoid excessive hardware load.[/p]
  • [p]Suitable for longer play sessions without aggressive heat or fan noise.[/p]
[p]The game is meant to be played comfortably on the couch, in bed, or on the go.[/p][h2]Ongoing Steam Deck Support[/h2][p]I regularly playtest The Pale Piper directly on my own Steam Deck. I verify fixes and improvements on real hardware.[/p][p]To me, Steam Deck compatibility is not a checkbox. It is part of the baseline experience, and I will continue to test and support it going forward. If you plan to play The Pale Piper on Steam Deck, I built it with you in mind.[/p]

Autumn Progress Update – New Trailer, Polish, and More

[p]The world of The Pale Piper has grown a lot since the last update. Both in scope and in atmosphere.[/p][p]It’s been a busy stretch on The Pale Piper and a lot has happened behind the scenes.[/p][h2]A New Trailer & Steam Page Refresh[/h2][p]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.[/p][p]If you haven’t checked it out yet, now’s a great time to take another look. And if you enjoy what you see, don’t forget to wishlist it.[/p][p][/p][previewyoutube][/previewyoutube][h2]Game Progress & Polishing[/h2][p]On the development side, most of the focus lately has been on polishing and balancing. Almost all rooms are now complete, and I’ve been going through them one by one to make sure everything feels consistent and rewarding to play.[/p][p]There’s also been:[/p]
  • [p]A slightly refined color palette for a more cohesive and moody look.[/p]
  • [p]Improved sound effects and mix clarity.[/p]
  • [p]A lot of work went into boss fights, including new introductions and presentation tweaks.[/p]
  • [p]Many more environmental details added: weather effects, background layers, and small touches to make the world feel alive.[/p]
  • [p]Several enemies updated, and a few completely replaced.[/p]
  • [p]A full dialogue overhaul, improving tone, pacing, and readability across the world.[/p]
[p][/p][h2]NPC Additions[/h2][p]I’ve 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.[/p][p][/p][h2]Steam Achievements[/h2][p]Steam Achievements are now finalized and fully integrated! I’m still considering whether skill-based achievements should remain unlocked when Assist Mode is on... let me know what you think about that.[/p][p][/p][h2]Engine Upgrade & Performance[/h2][p]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 it’s now officially possible to hit 300+ FPS on a certified potato.[/p][p]It also runs great on Steam Deck, which I personally use a lot. So I’ve been prioritizing optimizations for it from the start. I’m also aiming to get the game Steam Deck Verified.[/p][p][/p][h2]Tools & Workflow[/h2][p]To help manage the project’s growing size, I built and released a small Godot Cleaning Tool that automatically tidies up leftover project files. It’s been really helpful for keeping things organized and speeding up build times.[/p][p]I also created another tool for reaching out to content creators and press. It’s been immensely useful, and I plan to polish and release it at some point.[/p][p][/p][h2]What’s Next[/h2][p]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 I’m excited to finally share more of it soon.[/p][p]There’s 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.[/p][p]As always, thank you for the support! It helps more than you might think. If you haven’t already, wishlist the game on Steam, join the Discord, or just leave a comment. It all means a lot.[/p][p][dynamiclink][/dynamiclink]Cheers, [/p][p]FreeTimeDev[/p]

Steam Next Fest Begins – Play The Demo

[p]Steam Next Fest has officially begun — and The Pale Piper is part of it![/p][p]This solo-developed precision platformer takes you through a dark, interconnected world full of secrets and strange characters.[/p][p]Think Celeste meets Hollow Knight — reimagined through the haunting tale of the Pied Piper.[/p][p]The demo is free and already live.[/p]
  • [p]No time limit. The Demo will stay until the release — but playing this week helps tremendously[/p]
  • [p]Feedback and wishlists help shape and support the game[/p]
[p][/p][p][dynamiclink][/dynamiclink]Join the Discord and tell me what you think.[/p][p]Thanks for checking it out — let’s see how far we can go![/p]

The Pale Piper Demo Is Here!

I'm excited to announce that The Pale Piper demo is now live!
This is the first glimpse into the dark, interconnected world I've been building for the last 2+ years — a place where every step counts.


In the demo, you'll explore the outskirts of Hamel's Hollow, traverse dangerous paths, and feel the first hints of the deeper mystery waiting ahead. You will explore a few areas, fight two bosses, unlock new abilities and might uncover a few (or all) of the secrets scattered throughout the demo.


This is a Pre-Release demo and just a small piece of the full journey, carefully streamlined to get you into the core experience as fast as possible. It will also serve as the Steam Next Fest Demo. I do plan to leave the Pre-Release demo up until the release of the game later this year.


Your feedback will help shape the final game, so if you give the demo a try, I'd love to hear your thoughts and any issues you encountered. There are many ways to get in touch: Join the Discord, write me on X (Twitter) or leave a review on Steam with your thoughts.

https://store.steampowered.com/app/3704470/The_Pale_Piper_Demo/
Thank you to everyone who takes time to try the demo and help me make this the best it can be. I will read and evaluate every feedback I get.
And don't forget to wishlist!

Cheers