September 2026 Progress Update - WORLD ENDS WEDNESDAY
Hi everyone! Earlier this year, we shared that we were taking a break from full scale development of WORLD ENDS WEDNESDAY. While this was the plan, we ended up working on the game throughout the last couple months. This was mainly due to us attending AkaiCon in June and the PAX K
Hi everyone!
Earlier this year, we shared that we were taking a break from full scale development of WORLD ENDS WEDNESDAY. While this was the plan, we ended up working on the game throughout the last couple months. This was mainly due to us attending AkaiCon in June and the PAX Kickoff Showcase in September. We really wanted to get WORLD ENDS WEDNESDAY more polished up before these events. Today, we wanted to go over some of these updates!
Rodney
Rodney is a school bully who is looking to take advantage of Hazel’s protectiveness over Toby to get free snacks. Early in the game, he is a boss who stops Hazel and Toby on their way to school. For the last couple years, this boss encounter has existed, but only used concept art for his attacks. This means none of his attacks were actually animated at all! We have a lot of random things like this throughout Chapter 1 that we didn’t need to finish for personal testing, but were very obvious requirements for the full game. When we began planning for AkaiCon, we realized the most obvious demo we could bring with us would include his boss fight as the final encounter. So after 3 years, Rodney has finally been brought to life in battle! Most of this work was done is a rushed 2 week period. This is not final and we plan to make more attacks for him. We actually have another one programmed and sketched, but it is not ready to be shown yet.

UI Update
We also had a UI update! One of the most noticeable issues with our game has been UI elements. To put it bluntly, a lot of in-game menus looked incredibly ugly. A little background on how this game is made, we are building the game within Unity using a plug in called ORK Framework. This framework allows us to let the system handle all of the RPG stats while we focus more on actually making the game itself. This plug in is fantastic, but there are some things that work differently here than any of our other projects. The UI needs to be able to communicate with Makinom and ORK in order to work properly. What this ends up meaning is that it’s a lot tougher to make a custom UI. This isn’t to say we can’t, but it’s not as simple as just making it in this game. Everything is possible to get working with effort. With that said, we kinda just left the default menus ORK provided for a while because we didn’t want to deal with the headache of getting all of those menus working. We finally pushed through and got a way prettier pause UI.
Other Updates
We also updated the school a bit for the PAX Kickoff Showcase demo. We wanted our players to interact with more NPC’s, so we moved the location of the Rodney fight temporarily. The basement got a big overhaul to look more unique from the rest of the school. 
Lastly, we added a new effect upon landing hits on enemies.

(We had to resize this gif quite a lot to get it to fit here. Full res gif will be on our Twitter)
We also wanted to say a huge thank you to all of the events that have allowed us to showcase our games this year! AkaiCon was our first real con and we had such a great time running the table! As of writing, the PAX Kickoff Showcase has not happened yet, but we are equally as excited to showcase this game outside of our home state!
(Photo of the Dev Team from AkaiCon 2026)
What's Next for WORLD ENDS WEDNESDAY and Chopbusters?
We are happy we got work done this year, despite us planning to take the full year off. We are super pumped about getting back to work on this game, which is still on track. We have to first finish Fated Flatline DX and finish our third unannounced game. These were always in between games while we took our break. We are on track to be fully back to work starting in 2027. Thank you for your patience. We are excited to bring this game to more people.






