1. Locked in my Darkness 2: The Room
  2. News
  3. Dev Log 2# Locked in my Darkness 2: The Room

Dev Log 2# Locked in my Darkness 2: The Room

Hello everyone, and welcome to Devlog #2. Today I want to share some important updates about the development process, the status of the demo, and the challenges we’ve been facing — especially when it comes to promoting an indie horror game in an extremely crowded market.



🚀 Development Progress

Over the past weeks, the project has moved forward steadily. Several systems have been refined or fully implemented:

Core gameplay mechanics are now much more stable, including interactions, environmental triggers, and atmosphere-driven sequences.

Visual polishing and lighting passes have helped the environments feel more cohesive and more aligned with the tone we want to achieve.

Sound design has seen significant improvements — ambience layers, subtle audio cues, and timing adjustments are helping shape the experience into something much more immersive.

Internal playtesting continues, allowing me to fine-tune pacing, fix bugs, and experiment with new ideas without risking the overall structure of the game.

It’s been a lot of work, but the game is getting closer to the experience I originally envisioned.

🎮 Why the Demo Was Removed

As many of you noticed, the demo is no longer available. This was an intentional decision — and an entirely positive one.

The demo fulfilled its purpose.
It helped gather early feedback, test technical stability, understand how players navigated the environments, and validate the core concepts. Now that those goals have been achieved, it didn’t make sense to keep an outdated slice of the game available while development continues to evolve beyond it.

Removing it allows me to focus fully on improving the main build without having to maintain a separate public version.

📢 The Hard Part: Promotion in a Saturated Horror Market

Although the demo removal wasn’t related to marketing issues, it is true that promotion has been challenging.

The horror genre is incredibly saturated right now. New horror titles appear daily across Steam and social platforms, and even well-crafted indie projects can easily disappear in the noise. Standing out requires not only a solid game, but also a clear hook, timing, and a bit of luck.

Reaching players, gaining visibility, and building momentum has been one of the toughest parts of the process — much harder than expected. But despite that, I’m committed to continuing to refine the identity of the game and finding better ways to reach the audience who will appreciate it most.

🛠️ What’s Next

Continue polishing the main chapters and tightening overall flow.

Improve certain sequences based on tester feedback.

Explore stronger promotional angles that highlight what makes this game different.

Prepare for future showcases where the game can shine more effectively.

🙏 Thank You

Thank you to everyone who tried the demo while it was available, and to everyone following the project. Your support means a lot during these long development months.

More updates are on the way — and I can’t wait to show you what’s coming next.

Blusagi Team.