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🎵🍬 Single — “Clawby Bubblegum” (OUT NOW)

[h2]🎵🍬 Single — “Clawby Bubblegum” (OUT NOW)[/h2][p]
[/p][p]New music! Today we release “Clawby Bubblegum”, the demo’s official single. It’s a sonic postcard from the Japanese diorama we now call “Marble Station”: gentle rhythms, sweet tones, and that playful claw pulse. Perfect for work, walks, or daydreaming your ideal diorama. 💗[/p][p][/p][h3]Listen now[/h3][p]🎧 Play it here [/p][p]If it clicks, save it to your playlist and tell us which moment hooked you. [/p][p] [/p][p][/p][p]Artwork & sketches[/p][p]Here’s the cover and a few process sketches: Clawby and collectible elements from the diorama, with an alleyway reminiscent of a Japanese neighborhood.[/p][p][/p][p][/p][h3]Behind the track (mini‑notes)[/h3]
  • [p] Layers of soft synths.[/p]
  • [p] A bouncy bubble‑pop pulse that follows the claw.[/p]
  • [p] Foley details and textures from the diorama (warm urban ambience).[/p]
[h3][/h3][previewyoutube][/previewyoutube][h3]

Credits
[/h3]
  • [p] Music composed & produced by Alejandro SolĂ­s Muñoz[/p]
  • [p] Cover art by RenĂ© Velazquez @reneshotss, Art Director at Cometa Games[/p]
  • [p] ISRC: QZNJZ2572152 — Length: 04:39[/p]
[h3]
How you can help
[/h3]
  • [p] Save & share it with someone who might enjoy it (playlists help a ton).[/p]
  • [p] Drop your favorite moment in the comments (minute:second).[/p]
  • [p] Add us to your Wishlist and hit Follow if you want to see more of Clawsome. đź’–[/p]
[p]Note: the demo’s music is still evolving; this single is a first peek. Thanks for listening![/p]

🧊 Demo Freeze — What’s in the TGS build

[h2]🧊 Demo Freeze — What’s in the TGS build [/h2][p]Hi! We’re entering a feature freeze for the demo we’ll release on September 15 on Steam and also take to Tokyo Game Show. Here’s the final scope, what stays out to keep stability, and how you can help with your feedback at the event.[/p][p] [/p][h3]Included in the demo (TGS build)[/h3]
  • [p] Fishing mission: a short, clear loop to learn the basics.[/p]
  • [p] Decoration Mode (magnet): move/place objects; energy lines and 3D dust on landing.[/p]
  • [p] Diorama view: walk through the Japanese diorama (Marble Street) and enjoy the details.[/p]
  • [p] Board mode: collect and unlock objects for the Japanese diorama (Marble Street).[/p]
  • [p] Initial collectibles: 40+ items across urban props, plants, and signage.[/p]
  • [p] Controller support: gamepad + keyboard (basic mapping).[/p]
[p] [/p][h3]Out of scope (for now)[/h3]
  • [p] New dioramas.[/p]
  • [p] Additional missions beyond fishing. [/p]
[p] [/p][h3]How you can help[/h3]
  • [p] Try the four modes and tell us what reads in ~10s and what doesn’t.[/p]
  • [p] Leave quick impressions (timing, clarity, accessibility) at the booth or in the comments.[/p]
  • [p] Add us to your Wishlist and share the demo with someone who might enjoy it.[/p]
[p] [/p][h3]Roadmap[/h3]
  • [p] Pre‑TGS: mini trailer of the demo with fishing, decoration, diorama view, and board.[/p]
  • [p] Day 1 of the show: live post from the booth + first impressions.[/p]
  • [p] Post‑show: mini postmortem + patch with demo adjustments.[/p]
[p] [/p][p]Note: scope may receive minor tweaks up to show day; we prioritize stability and a clear loop read. Thanks for being with us![/p]

💫🧲 Devlog #03 — Decoration Mode + VFX (Demo Sep 15)

[h2]💫🧲 Devlog #03 — Decoration Mode + VFX (Demo Sep 15)[/h2][p]Heads-up: a new demo lands on Sep 15, featuring this Decoration Mode plus more.[/p][p]Today we’re debuting the Decoration Mode. A magnet lets you grab objects and place them anywhere, with an energy-particle tether. When they land, a 3D dust VFX plays. The system saves each object’s position and you can reset the diorama anytime.[/p][p][/p][h3]New[/h3]
  • [p] Decoration magnet: attract and move objects freely; place them precisely.[/p]
  • [p] Energy particles: a visual “tether” follows the grab and movement.[/p]
  • [p] 3D dust on landing: particles spawn on impact for weight and detail (integration WIP).[/p]
  • [p] Save & reset: the diorama remembers positions; button to restore the default layout.[/p]
[p][/p][h3]How it works[/h3]
  • [p] Position Clawby over the object you want to move.[/p]
  • [p] Press A to lower Clawby and stick the object to the magnet.[/p]
  • [p] Adjust rotation with the controller bumpers.[/p]
  • [p] The system auto-saves your composition; you can reset anytime.[/p]
[p][/p][h3]VFX & detail[/h3]
  • [p] Energy lines are soft and readable at mid-distance.[/p]
  • [p] 3D dust triggers on impact to reinforce object weight.[/p]
  • [p] Duration/size/density tuned to avoid visual noise.[/p]
[p][/p][h3]Bugs & fixes (demo status)[/h3]
  • [p] Edge-case collisions to avoid clipping on release.[/p]
  • [p] Pivot pass on some props for a cleaner initial grab.[/p]
  • [p] Persistence checks in heavy scenes (WIP).[/p]
[h3]How you can help[/h3]
  • [p] Would you like a per-object reset in addition to full reset?[/p]
  • [p] Which category should we prioritize: plants, furniture, signage, or “treasures”?[/p]
[h3]Roadmap[/h3]
  • [p] Sep 15: new demo build — fishing mission, Decoration Mode, diorama view mode, and the board mode for collecting/unlocking.[/p]
  • [p] Next post: đź§Š Demo Freeze — what’s in the TGS booth build.[/p]
[p]Note: everything is WIP; names and art may change as we iterate.[/p]

🎨 Art Drop #2 — TGS art (booth concepts & look)

[h2]🎨 Art Drop #2 — TGS art (booth concepts & look)[/h2][p][/p][p]Hello! Today we’re sharing a peek at the art we’re bringing to Tokyo Game Show: the key art you’ll see on our cards/socials, plus booth concepts with ambience. By the way, among other surprises, we’re also making a PC version of My Dear Farm—our beloved mobile game is coming to PC. Add MDF to your wishlist here.[/p][p][/p][h3]New[/h3]
  • TGS key art.
  • Booth concepts: layout, color keys, and access signage.
  • Concepts for exclusive giveaway shirts at Tokyo Game Show.
  • Concepts for giveaway stickers at Tokyo Game Show.
  • Props/branding: stickers, shirts, postcards, and table items.
[p][/p][h3]Booth design (WIP)[/h3]
  • Clear path: entrance → diorama → hands‑on → photo.
  • Warm palette and readable type in a noisy show floor.
  • Materials and lighting tuned for quick readability.
[p][/p][h3]How you can help[/h3]
  • Vote which piece to print: sticker, postcard, or mini poster.
  • What booth detail is a must? Signage/prop ideas welcome.
[h3]Roadmap[/h3]
  • Next: Devlog #03 — Animation + VFX (rhythm & feel).
  • Pre‑TGS: demo mini‑trailer + booth schedule.
[p]Note: everything is WIP; art and names may change as we iterate on the demo.[/p][p][/p]

🧱✨ Devlog #02 — From blockout to high poly (Japanese diorama)

[h2]🧱✨ Devlog #02 — From blockout to high poly (Japanese diorama)[/h2][p][/p][p]Hello! In this devlog we go from blockout to model (and bake) using real props from the Japanese diorama: the vending machine, the mini‑truck and the signage. Goal: correct scale and clear mid‑distance readability.[/p][p][/p][h3]3‑step process[/h3]
  • Blockout: big shapes, silhouette, pivot and scale using real‑world refs.
  • Model: clean bevels and surface continuity for readable highlights.
  • Bake & low: projection checks to avoid artifacts.
[p][/p][h3]Bugs & Fixes (demo status)[/h3]
  • Normal fixes after bake on curved surfaces (WIP).
  • Simplified collisions for smooth navigation in the diorama.
[h3]How you can help[/h3]
  • Vote the next prop to deep‑dive: vending / mini‑truck / signage / bench.
  • Share texture references (photos or ideas) in the comments.
[h3]Roadmap[/h3]
  • Next: Art Drop #2 — we’ll show special TGS art (shirts, stickers, exclusive pieces) and more game concept art.
[p]Note: everything shown is WIP; art and names may change as we iterate on the demo.[/p][p][/p][p][/p][p][/p]