News

Devlogs, updates and announcements from the studio.

Emberfall: our first public playtest, and what we're changing

We opened a small closed playtest for Emberfall this month. Watching people play a game you've lived inside for two years is humbling, and extremely useful.

The biggest lesson: players loved carrying the flame, but many didn't understand that it drains faster in wind. We're reworking the tutorial and the flame's visual feedback so the rule is obvious in the first five minutes.

We're also rebuilding the second area, adding checkpoints to the longest climbs, and tuning the camera on Steam Deck. Wishlists on Steam help us more than you'd think, and we're grateful for every one.

Announcing Deepwick

Deepwick is a prototype, not a promise yet. It started as a two-week jam game and stayed on our minds for months.

You play a candle-bearer descending through a cave that rearranges itself when the light goes out. We'll share short devlogs here as it grows, and we'll add a Steam page when there's something worth wishlisting.

Tideglass 1.2: new zones and Steam Deck fixes

Tideglass 1.2 is out now, free for everyone who owns the game. It adds two new zones, a photo mode, and a set of accessibility options including remappable controls and a colour-safe glass palette.

On Steam Deck we fixed the input glitch some of you reported in the harbour zone and improved loading times. Thank you for the detailed bug reports.

How we build our levels

Every level starts as a sketch on paper. We then build a rough greybox version and play it until it feels right, and only after that do artists replace the boxes with final art.

It sounds slow, but it means we throw away ideas while they're cheap. Here's a bit more about how the process works and the tools we use.