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Dev Diary #3 First cutscene & internal playtests

[p]Hey Tamers![/p][p]Last time we mentioned we’re entering the phase where we start connecting tech + systems + visuals, the point where you can finally see whether everything “clicks” together. Good news: we’re already properly playing the game.[/p][p]Not in a “pretty demo for the internet” way, but in a very real way: we boot up the build, run internal playtests, and spend hours at a time hunting for unclear moments or things that simply don’t work as intended. We already have multiple hours of continuous gameplay behind us, and this is exactly the point where the game begins to come together. [/p][hr][/hr][h3]Where are we right now?[/h3][p][/p][p][/p][p]This still isn’t a version we want to show publicly, and that’s intentional.[/p]
  • [p]Placeholders: a lot of things are still work-in-progress and don’t always look great yet.[/p]
  • [p]Audio: for now there’s basically no audio, so the vibe is still “dry.”[/p]
  • [p]Terrain: grass and environmental details are still being built; in many places it’s still just a flat green color.[/p]
[p]Even so, it’s playable, and that’s what matters most right now, because it lets us test what’s clear, what’s confusing, and what needs work. [/p][hr][/hr][h3]What are we testing during playtests?[/h3][p][/p][p][/p][p]We’re mostly focused on three things:[/p]
  1. [p]Whether the core loops “click” and feel natural.[/p]
  2. [p]Whether players understand what to do (and where/why they get lost).[/p]
  3. [p]Whether the UI and flow are comfortable, not just “nice in screenshots.”[/p]
[p]This isn’t something you can solve with a checklist. You have to actually play the game, push it, and catch all the little “gotchas.”[/p][p][/p][hr][/hr][h3]What can we show right now?[/h3][p]For this update, we’ll share one cutscene, and not more, because the others are tightly tied to the plot and would be a spoiler.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]As for gameplay (especially the early parts), it’s still in a state where we don’t want to show it publicly yet. Instead, we’d rather share a short snippet that feels more final and readable, and better reflects the intended vibe of the game.[/p][hr][/hr][h3]What’s next?[/h3][p]Up next:[/p]
  • [p]more playtests and readability improvements,[/p]
  • [p]finishing missing systems (terrain/vegetation),[/p]
  • [p]polishing the UI,[/p]
  • [p]adding audio once the core is stable.[/p]
[p]As soon as we’re ready to show more (in a state we feel good about), we’ll share it in the next devlogs.[/p][p][/p][p]Best,[/p][p]The Tamer Town Dev Team[/p][hr][/hr][p]Wishlist Tamer Town & Path To Tamer![/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][hr][/hr][p]You can find us on Twitter, /r/Tamertown, Discord, Bluesky for updates, behind-the-scenes looks, and community chats![/p][hr][/hr]