WULFROT has been in active development, and it's time for an honest update.
After testing the game in both first and third person, I've decided to move WULFROT to a third-person perspective going forward.
This wasn't a quick call. First-person gave the game a very specific kind of isolation, but the more I built and tested, the clearer it became that third-person better serves the story I want to tell. Seeing your character carry the weight of this curse, the exhaustion, the fear, the toll of the famine, adds a layer of humanity that first-person couldn't fully deliver. It also lets me frame the village and its horrors the way I've always pictured them in my head.
On the production side: the map layout is done. The village,, the graveyard, the cave, the catacombs, the chapel, all of it is blocked out and connected. Walking through it for the first time in third person is honestly what convinced me this was the right call.
With the layout locked, the next stage is building the core mechanics that will actually live inside it: doors and locks first, since so much of the exploration and puzzles depends on them, and then the torch system, your only real source of light and one of the few things standing between you and whatever's out there in the dark.
The core of WULFROT hasn't changed: minimal HUD, a single torch, a hand drawn map, and a threat that hunts you through sound and light with nowhere safe to hide for long. What changes is how you experience it, watching yourself move through the dark rather than just seeing through your own eyes.
More updates soon as the village keeps taking shape.
Thank you for following along and for wishlisting WULFROT. It means a lot for a solo project like this.
SCH GAMING
