Welcome to this new tri-weekly update.
With summer and the French heatwaves, my work pace hasn't been as intense as I'd have liked.
Quality of life
Since the game is made up of many mini-games, I need to work on each one to make its interface intuitive on first contact. So I've made a batch of "quality of life" improvements based on recent feedback. The next post will take a detailed look at how one of these mini-games evolved, from the first tests in December 2025 to its final version in the demo.
One example out of a hundred of this kind of improvement: a subtle animation on a padlock's shackle to make it clear it's clickable.
Demo and assets of the day
As announced, the demo is progressing and should go to the Steam review team within the coming week.
For the occasion, I've reworked the game's first two sections to make them more representative of the full game's content:
Some mini-games from the full game have been moved into the demo area to showcase the variety of gameplay.
Elements and hints referencing later puzzles in the game have been removed, to avoid frustration
Assets of the moment
I also had to create this ending screen / call to action for the demo. Can't wait to see you reach it in its animated version.

See you in 3 weeks,
Le DoubleSept
