This one's without TLDR because while a ton of work was done in the generation and render, there's not much to say about it. Next batch of 2D->3D are conversions is done: sewers, habitat objects, wilderness, lab facility and corpo office. I'll let the screenshots speak for themselves:













The remaining areas to convert are underground lab mission area, one mission object in the sewers mission area and the last gray square one: the military base. The military base is still not used for much except spawning clues. This may remain so forever.
Now for some serious talk. My old journal says this:
27.03.2016 - Parasite v0.1 released.
Yes, I've been working on this game for more than 10 years now. And I haven't got much to show for it, it is pretty much dead. Every update gets an uptick of around 20 (yes, just twenty) people starting it. Steam doesn't give me anything more than daily active users and this number is 3 on the average (one of them is me running the game and testing). Thank you, 20 people. BTW, the all-time peak number was 67. Nonetheless, I've been slaving for the past year on it, almost every day, all my free time spent on it. Since v0.19 in Oct 12, 2025 there were three large cult updates, modding and workshop, and now two 3D updates, that's a huge amount of work. But nothing is happening with sales or player count, these numbers are flat. The only thing I'm getting now is more negative reviews that probably don't help the almost non-existant sales. "AI gaem" is an excellent choice of words, btw. You can just tell how this person spent a lot of their valuable time in the education system and has got the pertinent vernacular to show for it.
So basically, nobody's playing and nobody's buying which is expected for any game that was released what, five years ago? For the longest time my hope was that once I do the full release, more people will try it out and give me a boost of motivation (and money, of course) to continue working. But I'm gonna be honest, I have no guarantee that this will happen. If it doesn't I'll just move on to doing another game, of which I have about four that I want to make. I made a serious strategic mistake by going 3D here that cost me half a year. Any sane gamedev would just declare that 2D version is done, released whatever and started a new Steam page "Parasite 3D" on that same day. But I was mistakenly believing that it's just so cool that people will like it. Didn't happen.
So here's my plan moving forward: I finish the remaining 3D work and I release the game without the planned cult level 2 and level 3 updates. If Steam actually brings new players my way, I'll continue the work. If not, it's only bugfixes for these 20 people from then on. On that liberating note, have a nice day.
Changes
ai: spawn budget and placement sized from the 3D camera footprint
boot: fullscreen by default on fresh installs
debug: R key shows and copies area room report
debug: `console area regen` regenerates current area
debug: `console area room` reports what was generated under the player, copies to clipboard
debug: `console habitat [all|biomineral|assimilation|preservator|watcher|clear][level]` builds habitat objects
debug: `console go block [kind]` teleports to a facility/corp block, no kind lists them
game: corp area gun cabinet is the first container - open, search, take the weapon
perf: everything warms on load, no shader compile on first area entry
render: clue documents lie at random angles
render: sewers and habitat tunnels now render in 3D
render: wilderness renders in 3D - highway, waving grass, trees, rocks, brambles
render: facility renders in 3D - walls, windows, doors, glass, roof fades when inside
render: corp office tower renders in 3D, 20th floor over a live city street
ui: host breaking warning - red cracked-heart badge with flash and shake
ui: Shift+Space hides HUD and world-anchored UI
ui: tactical mode marks impassable cells with dashed outline and hatch
ui: tactical mode paints glowing arrows into nearby doorways
ui: goals panel compact and collapsed modes
ui: area-entry event windows wait for the 3D reveal
ui: warmup screen on first entry to a new area kind
ui: area tooltip covers objects
Fixes
audio: menu music in save picker, silence before game start
audio: benign play/pause AbortError no longer reported as exception
boot: cancelled mod-mismatch load returns to main menu
debug: `console go xy` lands on free neighbour, go block never targets current room
game: pickups worked from beside them offer Get again
game: blocked-cursor click on out-of-reach AI no longer spends a turn
game: windows no longer repeat actions
render: lamp shadows follow their light, no flash on slot hand-off
render: path start dot hidden behind camera-side walls
render: slime trail no longer draws through walls
render: sprites lose black fringe, no longer cast AO as solid slabs
render: fake shadows sit under sprite feet and follow animation
render: AO prepass skips depthless meshes, lamp floor pools no longer shade whole rooms
ui: correct survival chips (it didn't take all energy costs into account)
ui: event window waits for its image, no flash of previous event
ui: save-overwrite dialog title fixed
ui: area names match the map's terrain band
