1. The Pale Piper
  2. News

The Pale Piper News

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

Why I’m Telling the Dark Tale of the Pied Piper

For a long time, the story of the Pied Piper stayed with me — not just as a children’s tale, but as something darker. It always felt like a story with no clear answer, full of unease and unanswered questions.

That ambiguity made it the perfect foundation for a dark and mysterious game.
In The Pale Piper, I wanted to explore those lingering questions — through both story and gameplay.

The gameplay is tough but fair, centered on tight, deliberate movement where every jump matters. There’s no combat — instead, the challenge comes from pure platforming, environmental hazards, and your ability to read and adapt to the world around you.

Exploration is key: the world is made up of interconnected areas — from rotting sewers and haunted forests to castles buried deep underground — each layered with secrets, shortcuts, and atmospheric storytelling. Striking landmarks help orient the player and deepen the unsettling tone.

The story unfolds through the environment and the few scattered characters you encounter — each touched in their own way by the Piper’s curse. Themes of debt, consequence, and forgotten sins echo throughout the journey.

New Gameplay Trailer

A fresh look at the game in motion — featuring new areas, new effects, and the updated tone I’ve been working hard to refine.

[previewyoutube][/previewyoutube]
Updated Key Art

The game’s main art has been updated to better reflect the tone and direction of the final version.
You'll see this new piece across the main store page and on the demo page very soon.

Polishing Passes

Behind the scenes, I’ve been working on a lot, including:
  • Improved sound and music, adding more layers and variety
  • Refined rooms and level design
  • Enhanced environmental details and subtle ambient animations
  • Smoothed transitions — cleaner fade-ins and fade-outs, better timing across interactions
  • Adjusted color palette for improved atmosphere and clarity
  • Added a variety of new options, including accessibility features like slow motion and high contrast mode

It’s all these small touches that bring the world to life — and I’m finally getting closer to the tone and experience I’ve been chasing from the beginning.

What's Next?

The demo is nearly ready, and I’m excited (and a little nervous) to put it in your hands soon.
If this sounds like something you'd enjoy, wishlist it on Steam, and keep an eye out for the demo launch!

https://store.steampowered.com/app/2925120/The_Pale_Piper/

Thank you for following this strange journey.
Cheers

Progress & Plans

Hey everyone, time for another update on The Pale Piper! A lot has been happening behind the scenes, and I want to share where things stand and what’s coming next.

Release Plans & Steam Next Fest

Let’s get the big update out of the way first: The originally planned release date in April will not be possible. I also won’t be participating in the upcoming Steam Next Fest as planned. Instead, the new goal is to prepare for the next Steam Next Fest and launch the game shortly after that. This extra time will allow me to properly finish the demo, polish the game, and ensure everything is in the best possible state.

Finishing the Demo

The major focus right now is completing the demo. This means locking down all the core systems, ensuring progression works smoothly, and making sure everything that’s supposed to be in the demo is actually there. A lot of work is going into refining the gameplay feel and making sure it gives the best first impression.

Polishing: Decoration, Sound & Juice

Alongside the demo, a lot of work is being put into polishing the game. This includes adding decorations, improving sound design, and adding more juice - I try to add lots of small details that make movement and interactions feel satisfying. It’s a time-consuming process, but it’s essential to making The Pale Piper feel alive.
I’ve also worked on sound improvements, especially footsteps - you’ll now hear different footsteps depending on the surface you walk on. Another important fix: when multiple sounds play at the same time, the game now caps the maximum volume to prevent it from getting overwhelmingly loud in certain rooms.

New Protagonist Character Model

I also have a new protagonist character model! Even though I liked the old one (and I tried changing it more than once but always came back to it), the new one feels a lot better. It has a few more animations, which really add more dynamism to the player character. Movement and interactions feel smoother and more expressive now, which helps bring the protagonist to life.
There was also one part of the old model that I really couldn’t stand (and ultimately the reason I tried to change it a few times): when standing on a ledge, one foot would be free-floating in the air. It’s a common problem, but a difficult one to fix - especially with characters in a dynamic idle pose. With the new model, I found a great way around the problem. It’s not perfect, but it’s a lot better, and the character feels much more grounded in the world now.

Secrets, Secrets Everywhere...

I’ve been filling the world with secrets - secret corners, secret rooms, secret NPCs... There’s a lot to discover for players who like to explore. Some secrets are hidden in plain sight, while others require a keen eye (or ear) to uncover.

Story & Side Quest Progression Systems

I’m also working on how the story and side quests progress throughout the game. Since the game is built around an interconnected world, it’s important that side quests and story beats unfold in a way that makes sense while still giving the player room to explore.
Just to be clear: The focus is very much on the main story, and the game won’t be filled with generic sidequests. Instead, you might come across hidden NPCs in the world, and if you help them, they may later offer additional challenges. Some of the most difficult parts of the game will be included as optional content like this, rewarding those who explore and engage with the world.

Menus & Settings

Another area I’ve been focusing on the past weeks is menus and settings. Implementing a solid options menu is crucial for accessibility and usability.
I also added key remapping and controller input remapping. If you have any specific settings you’d definitely like to see, let me know!

Beta Progress

The beta is still running, mainly to collect data for each individual room. However, the current state of the game looks nothing like the beta anymore - most of the graphics, decorations, and overall feel have changed.
That said, the beta is still very important to me, and I really appreciate everyone who has helped so far. If you haven’t checked it out yet and are interested, I would be very grateful! And if you make it to the end and leave me an email to contact you, I’ll send you a small thank-you once the game is released.

https://store.steampowered.com/app/2925120/The_Pale_Piper/

New Key Artwork & Future Trailer Plans

I’ve also designed entirely new key artwork and capsule art! While it’s still a little early to reveal, I’m thrilled with how it’s shaping up. At some point, I’ll update the store page to showcase all the progress made. Additionally, I plan to remake the trailer at least once more before the demo launch, ensuring that it aligns with the updated look and feel of the game. During that process, I’ll also refresh the artwork.

Final Thoughts

There’s still plenty to do, but things are moving forward. The delay gives me the opportunity to refine the game properly and ensure it meets the vision I have for it. Thanks for sticking with me through development - I’ll share more updates as things progress!
Let me know if you have feedback or suggestions!
Cheers