credits!

Dylan F: concept, story, programming, voice acting, music, sfx, character modelling, rigging, texture mapping, animation

Ambrose: sprite & texture artist 


additional foley: Spitfire LABS


v2.0 "White Circle" changelog! (2026-07-16)

  • changed the viewport circle to white (from black)
  • changed the appearance of the small 'tick' circles and the smaller 'selector' circle
  • added sfx for when the selector circle reaches a tick
  • changed which ticks represent which stages of the day
  • changed the solution path for the good ending to be less obscure
  • changed the two final in-game voice lines to serve as more obvious hints
  • changed the final in-game voice line to repeat if you miss it
  • changed the transition to the ending cutscene to be less sudden*
  • altered the appearance of the final scene
  • made the ending cutscene music slightly louder
  • spamming the advance button should no longer cause the camera and environment to freak out**
  • added new sprites & lighting to the environments
  • fixed a lighting issue on some models
  • fixed the blur on the boss's avatar in the zoom call
  • added some more level geometry to better conceal out-of-bounds
  • removed the 'out of body' mode

*there's a known issue where this animation might reveal some out-of-bounds looking level geometry. this isn't a major issue, so i'm just gonna leave this how it is.

**once in the free-time section, each press will queue a further camera advancement and increase the spin speed a bit. technically there's no limit to how quickly the camera can spin, but once the camera has 'caught up' to all the advancements queued, the speed will reset, and the camera will be more able to catch up the faster it's spinning.

Development log

Comments

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great game!!!

good