A Very Merry Dev Update! December 2025
Hey everyone! Its gonna be a HUGE update! Its been 1.5months of development and lots has changed!
Continuing on from the last update, we started by adding projectile functionality to the shotgun!
P.S: You may have noticed some festive clothes on both lizard and grandma, its great to have fun once in a while!
-GRANDMA'S WEAPON
Grandma is now able to fire projectiles at the lizard! (Spoiler, the shotgun projectiles didnt last long in the game, it got replaced with something better..)
A NAILGUN
Initially I had a shotgun projectile,
But I replaced it with a NAILGUN because it primarily solves the design issue of shotguns needing a complicated and unoptimized destruction system for the environment
-CLIMBABLE NAILS
Nailgun also leaves NAILS as climbable environmental props which feeds back into the core mechanic of climbing!
-NAIL PINNING
When youre hit by the nail, you'll be launched across the map and pinned to a surface, which is brutal and adds a level of comic violence that I feel is quite unique!
nails are also more brutal and thematically ties into the implicit narrative of being PINNED down and unable to move!
-GORE (EVENTUALLY OPTIONAL)
When pinned, there is also now a pretty juicy visual feedback with cartoon blood. People responded really well to this, thinking its really awesome and we dont see these kinda juxtaposition often in games enough. Of course, there will eventually be a toggle for this!
- TAIL CUTTING
One of the most important feature to add in a lizard game is the ability to cut its tail!
I created a setup that allows the player to cut the lizards tail, leaving behind a small tail that can be pickedup and used as a distraction!
-TAIL DISTRACTION
The tail when dropped will also make noise, which lures grandma, and if shes in range of it she will perform a 'stunned' animation which makes her distracted before she investigates the area, also allowing the player to make a quick getaway
-OVERHAULED WALKING ANIMATION
I overhauled the walking animation to properly swing the legs outwards and wave the spine more so it matches more of a proper lizard's gait!
-FOOTPRINTS
Walking around leaves footprint decals now, so the moment to moment gameplay of climbing feels a lil more sticky and helps you orient where youre going better!
-DEPTH OF FIELD
Added depth of field to blur things in the distance, giving a better sense of SCALE.
Now you'll actually feel REALLY small.
-CHANNELING ACTIONS
In order to integrate more friction and have actions that require commitment, actions such as picking up objects, or cutting tail, require channeling. This activates a zoom in with a vignette and a lil screen shake to really sell the tension.
-THROWING
Pickups can be thrown a distance, this can be used with something like the tail to throw it at granny to distract her.
-CAMERA ZOOM WHEN OCCLUDED
I readded the camera zoom when its occluded by obstacles, now that it works well with the dithering clipping shader! 
Other features
-Dynamic Ambience System
-Audio Overhaul
-Sound Effects for Grandma States
And i think thats about it!
Theres so much more to do, but we'll keep showing up and see what happens next month! See yall soon!
- News and updates
- Sticky Feet
- DEV UPDATES | DECEMBER 2025
Source: Steam Community (opens in a new tab)
