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.
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.
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.
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.
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.
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.
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.
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!
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/
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.
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
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