The development journal

Devlog

What I’m building, what I’m learning, and the occasional thing that finally works. Notes from the studio since 2020.

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From the studio

Least fun part...

The game is almost finished. Now comes the less glamorous work: adding a few useful analytics events to understand where players get stuck.

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From the studio

Game preview trailer

Preparing Isolation for its store page: capturing screenshots, recording gameplay, and putting together a 30-second preview trailer.

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From the studio

Collectables

Fifteen hidden scrolls add more to Isolation than a collection counter. Each one reveals another small piece of the world’s story.

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From the studio

Party people

Isolation gets a party system. Recruit other fighters, explore together, and let companions join the fight when danger gets close.

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From the studio

Dungeon mechanics

Spikes, locked gates, lost keys, and a reward at the end. Isolation’s dungeon systems are working, with atmosphere and polish still to come.

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From the studio

Weapons!

Designing daggers, swords, and hammers for Isolation, and finding a different pace and purpose for each weapon type.

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From the studio

Isolation game map

Building Isolation’s world map around nine regions, with a first walk through the terrain and a look at the places still taking shape.

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From the studio

Dungeon mechanics

An early look at Isolation’s dungeon mechanics: moving spikes, locked gates, and treasure chests, with development footage from the first working version.

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