Hi, I'm Hoppy, producer at Change Entertainment Studio.
This is the sixth developer weekly.
[Art]
・The first room is fully delivered — from the 3D scene and per-object texturing through to the base art, overlay layer, collision mask, baked light and the other asset layers, plus a set of anchor data for alignment.
・We also locked down the room production flow and delivery spec (dimensions, formats, anchors), which the remaining rooms will follow.
In a sentence: instead of spreading a dozen rooms out at once, we took one room all the way through first — only then do the rest have something to follow.
[Programming] (this week's focus)
・The map import pipeline is done: reading room data, laying out the whole floor, generating collision, and loading the real assets — all four are connected now. You can actually walk around inside the first room: you can't walk into walls, and furniture blocks you when you step behind it.
・Added a heartbeat cue that rises as a ghost gets closer.
・Automated behavior verification went from 45 checks to 124. All currently pass.
・Reusable shared modules now total 34.
In a sentence: the automated verification I mentioned last week grew from 45 checks to 124. The number itself doesn't matter. What matters is that every time a system is added, a matching check grows with it — instead of everything going off at once at the end.
[Design]
・Locked the lamp's four brightness levels, the ghosts' detection range, and the heartbeat cue parameters, and wrote them into the design docs.
・Finished the map asset delivery spec — effectively the handoff contract between art and programming.
In a sentence: these numbers used to be scattered around and reconciled from memory. Now one document decides.
[On "AI development"]
The thing I felt most this week was that number moving from 45 to 124. AI makes "add one more system" very fast — fast enough that you want to jump straight to the next thing. But every system you add is another layer of combinations that can go wrong. So our approach is simple: however much the systems grow, the checks grow with them. It feels less like testing a game and more like adding, after the fact, the guarantee that AI's output doesn't write for itself.
[What's next]
・Remaining rooms, produced to spec
・Continued integration of map assets with the engine
・Tuning ghost behavior and the heartbeat cue parameters
Thank you for still keeping an eye on Haunted House. If you'd like to see the ghosts and this mansion sooner, follow us and add it to your wishlist.
Haunted House — Steam, 2026.
Wishlist → https://da.gd/qsfphi
※ Drafted by Hannah, our AI PR — revised and posted by producer Hoppy.
