Hello everyone!
Time keeps moving forward, and so does the project. Slowly, but steadily, The Flat continues to take shape. Some members of the team had to ease off for a while and return to their day-to-day responsibilities, while the rest focused on selected parts of the game. In short — the reality of a small indie studio.
Even so, despite the slower pace and the challenges that come with it, The Flat keeps moving forward.
So...
NEW LEVEL (LET'S STEP OUTSIDE)
Work on the new level has been underway for quite some time now, and with each passing week its final shape becomes clearer. Alongside the familiar tight corridors typical of corporate architecture, we've decided to introduce a more open environment. It differs from the locations we've shown before, featuring a more dreamlike atmosphere and a somewhat more complex gameplay structure.
Everything—from the new rooms to additional environmental elements and details—helps build the unique atmosphere of The Flat's world.

While we're not quite ready to show everything yet, we hope to share a more substantial update on this location soon.
ANIMATIONS AND EFFECTS AS PART OF THE WORLD
At the same time, we're continuing to develop the game's visual layer. New animations are being created, along with additional effects tied to Enon’s reactions when taking damage. These may seem like small details that often go unnoticed, but they have a significant impact on how the gameplay feels.
Well-crafted animations help support the game's storytelling while making the world of The Flat feel more alive, immersive, and engaging.

As part of this concept, an essential element of the world is the introduction of its independent inhabitants.
So, meet Julian. He is CORPO CORPORATION CENSORSHIP and CORPO CORPORATION CENSORSHIP, as well as CORPO CORPORATION CENSORSHIP, while also being both CORPO CORPORATION CENSORSHIP and CORPO CORPORATION CENSORSHIP, all at the same time possessing CORPO CORPORATION CENSORSHIP.

VFX AND POLISHING THE DETAILS
But what would animation be without the right visual style? That's why we've dedicated a significant portion of the past few weeks to working on visual effects.
It's one of those areas of game development that can be just as rewarding as it is demanding. Sometimes, a visual effect that appears on screen for only a few seconds requires many hours of work, testing, tweaking, and experimentation behind the scenes.
Even so, we continue to move forward, steadily refining one element after another and bringing the project closer to its final vision. Slowly and diligently.

WE KEEP MOVING FORWARD
Not everything always goes according to plan. Recently, even minor health issues tried to throw things off balance. Still, slowly and steadily, we continue to push the project forward, doing our best to maintain the development pace of The Flat.
We still have plenty of challenges ahead:
further work on levels,
additional animations,
new visual effects,
marketing activities,
and preparing a playable slice of the game!!!

WHAT’S NEXT?
Our main goal remains delivering a version that you will be able to try for yourselves.
That is where most of our energy is currently focused. We want the first encounter with The Flat to let you feel its atmosphere and see the direction the project is heading in.
Thank you for your support, and…
See you in the next devlog!
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Document reference: PRIORITY CC.I.02.05.00-66-0646F/26A
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