Hi! April has gone by, and now it's time to give you what we've achieved. The past month wasn't easy on the team. Some of us came down with cold, someone's got jet-lagged, and the seasonal allergies have been kicking in. Despite all burdens of spring, despite the runny noses and itchy eyes, we're moving forward to one of the best projects in our lives.
Sometimes the desire to do everything to our best brings us back and makes us change things, polish them, bring to perfection. We do this to character models, props, and puzzles, mainly. A model can undergo more than two or three iterations before we decide that we like it. This is often the case with the screenplay and the dialogues. I once had to go back a few levels and better define several characters to reveal them to the player. I thought they could use an additional opening dialogue, so I added it to one of the scenes we considered logically complete. All this doesn't speed up the development process, but we really hope we aren't doing it in vain. You'll see for yourselves how much work we put into every stage of the game.

Items necessary to complete the TechnoShop and the prize machine (lower right-hand pic)

Makeshift taser, finalized models of the arts you've seen above, the boiler room in the Shelter, retextured train from part one of the game

TechnoShop security post

New puzzles are coming: cracking the safety locker, decoding robot's memory unit

Cute classic stickers

Finalized model of the prize machine; cute aerocar key

Claire's character is almost ready. We only need the low poly, textures, and the skeletal animations

All The Uncertain minigames are pixel art
