The idea of the game flow has not changed. It is consistent with the original concept. Infernal Radiation is still a boss rush game.

In the beginning we had to decide how to move between fights. During the development of the first demo I was very impressed with Nioh, so we divided the world to a several maps with a couple of households on each. So initially the navigation system was all about choosing a map and clicking on a desired household.
Unfortunately, the game seemed too compressed. Size doesn't matter, but small things are not worth minimizing. Click, exorcism, click, exorcism, click, exorcism... We thought that transforming the maps into the 3D world would give the game depth and feeling of mystery. So we made it.
Now the areas are not visible immediately, and you have to explore the three-dimensional world on your own, without any minimap. But the main thing is, perspective is constant and the are no loading screens. Even while respawning after death. And you will die a lot.
