Dev Report, January 2025
🕑 Added 2025-01-31 14:21:11 +0000 UTCHey everyone!
Welcome to the first Dev Report of the year! January has been quite a challenging month in terms of development, but I believe I’ve managed to implement several key features that will significantly improve the player experience.
As you may remember, there was no Dev Report in December 2024, and since the latest update (0.3.0) was released at the end of last month, I won’t be covering what was done in December. You’ve probably already seen all the new features in that update.
Now, let’s dive into what’s new!
Customizable Key Bindings
Laptop users without a mouse have been asking for customizable key bindings for a while now, and I couldn’t postpone it any longer. Implementing this feature took quite a bit of time, but I made sure everything works smoothly without any unexpected bugs or issues.



Tutorial System
Experienced players might not find the tutorial necessary, but as new mechanics get introduced, the tutorial will help newcomers (and even veterans) understand how they work. These explanations will appear contextually - for example, when approaching a Map Station for the first time, a tutorial window will pop up explaining how to use it. All unlocked tutorials can be accessed anytime in the Journal.


Critical Situation Prompts
After receiving feedback on the new medical system, I’ve added on-screen prompts that remind you which key to press to using medical supplies. These hints will only appear when health is critically low (or infection is dangerously high) and only if you have at least one applicable item in your inventory. If you remap your keys in the settings, the hint will adjust accordingly.

Updated Control Hints
I’ve reworked the small control prompts displayed during gameplay. Now, they dynamically change based on the player's customized key bindings, ensuring a more seamless experience.

Video Gallery
All newly added cutscenes are now available in the gallery - of course, only if the player has unlocked them.
New Implant: Retin-A Sensors
Tired of running into Sporepop in the dark? With the new Retin-A Sensors implant, all enemies within your line of sight will now be highlighted in red, making them easier to spot.
Revamped Implant Menu
Speaking of implants, I’ve also updated the Implant Menu UI and added main character animation displayed in that menu.

Fall Damage Overhaul
The fall damage system has been completely reworked! Previously, damage was based solely on fall height, which sometimes caused inconsistencies on grid-based platforms. Now, damage is calculated based on the character’s vertical velocity at the moment of landing, providing a more realistic experience. This will help players better gauge safe jumping distances.

New 3D Models & Assets
As always, new locations require new assets, and several new 3D models have been added to enrich the game’s environments.


That’s it for this month! Thanks for your support, and as always, stay tuned for more updates!
Feel free to share your thoughts - I’m eager to hear your feedback!
Best regards,
Kodman
Comments
Dymkens
Hi, thanks for the ideas. I'm planning to add new enemies similar to the facehuggers in the future, so there's no point in changing the current enemies. As for the larvae, they will be in the game in an alternate storyline.
Dong-xuan Cai
Hello, developer. I have some ideas. You could try replacing the sporozoites with facehuggers—it might create a great visual effect. Or, in some areas of the map, you could add some worms. Make them larger so they move like earthworms, and when the player gets close, they could jump and attempt to stun the protagonist.
Nev
Quality of life featues are always welcome. I especially like the advanced animation when getting implants.