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][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]
- [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]