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Scarred Steel Devlog #16 – Expanding The Story & Cutscenes

[p]Hey guys,[/p][p]So, I’ve just got back from my holiday, and this week, I’m diving straight back into building out the story for Scarred Steel.[/p][p]In this devlog, you’ll see:[/p]
  • [p]How I’m structuring all seven Council Member storylines, each with their own cutscenes, dialogue, and visuals[/p]
  • [p]The approach I’m using to build them efficiently, while keeping player choice and replayability[/p]
  • [p]My updated timeline and goals for getting the full game out before the end of the year[/p]
[p]I’m currently finishing the Council of War storyline and already completed the Council of Faith. Each council member will have their own unique sequence, with unique story.[/p][p]I’m spending around 2–3 days per storyline, combining ChatGPT-generated dialogue with cinematic AI images for each encounter. [/p][p][/p][p]Once all seven stories are built, I’ll switch back into coding to connect everything, test transitions, and make sure the branching paths work properly.[/p][p]My target is still a December full release, whether that’s mid or late December, we’ll see. The demo took about 300 hours. [/p][p]I’m at roughly 360 now, and I’m guessing the full game might land somewhere between 500–600 hours total.[/p][p][/p][p]The main goals remain the same:[/p][p]Make it hard, replayable, and filled with meaningful decisions, even though it’s a permadeath game.[/p][p][/p][p]🎥 Watch the full Devlog #16 here:[/p][previewyoutube][/previewyoutube][p]If you’d like to support the game, don’t forget to:[/p][p]
👉 Steam Wishlist Link[/p][p]👉 My Game Dev YouTube[/p][p][/p][p]Thanks again for following along.
I’m looking forward to sharing progress with you each week as I push toward the full release of Scarred Steel.[/p][p]– Ethan[/p]