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Hello everyone,It's been a while since the last update on The Wolf in Me.The past several months have brought a number of personal and technical challenges, including health issues, moving across the world multiple times, financial difficulties, and a computer…
I wanted to share a quick update on the basic combat in Lobo. One of the main changes is that even though the player and the Fallen Sentinel share some animations due to having the same stance, I added an additive animation layer to the enemy to make them feel…
I’m working on full keyboard and mouse support for The Wolf in Me playtest, since the game was originally designed controller-first.Honestly… making keyboard, mouse, and controller switch seamlessly in any combination has been a real nightmare.I also added a P…
Inventory and equipment are combined into one screen, built to make decisions faster and easier.Compare gear, check stats, view level and attributes, and instantly see how items affect damage and armor.A lot of information in one place, but designed to feel cl…
I’ve been turning friends and family into NPCs for my game.This is Rob.He wanders the wilderness, lighting campfires in the darkest places.He doesn’t judge. He doesn’t push. He just sits with you… and helps you find your way.When designing characters, I try to…
This enemy can throw and recall his shield, forcing the player to dodge instead of block. Getting hit results in a knockdown, leaving you vulnerable and under pressure.The goal is to create fast, readable combat where mistakes have weight, without feeling unfa…
A new look at The Wolf in Me.A narrative-driven action game about losing control… and choosing whether to take it back.Combat pushes you toward the beast. The more you fight, the harder it is to stay human.Watch the new trailer below.👉 Wishlist on Steam
A fallen knight, once honorable, now consumed by decay. His body is breaking apart, bone exposed, flesh failing, but his skill remains.Because rank does not fade with the body.He fights with precision, discipline, and a wide range of techniques, forcing the pl…
I've updated the Steam page with new visuals, direction, and a stronger focus on what the game is really about.A narrative-driven action game about losing control… and choosing whether to take it back.If you’ve been following the project, thank you for stickin…
After years of development, the first prototype of the transformation is finally working.Still a lot to polish, but it’s exciting to see it in motion.Lobo is a narrative-driven action game about struggling with the beast inside you.
Tutorial design is always controversial and surprisingly hard to get right. After talking with different players, this is the approach I’m taking in Lobo.I treat tutorials like a necessary evil, similar to taking a pill for a headache.They are totally optional…
As a game designer, one of my biggest challenges is keeping players engaged and maintaining a good gameplay rhythm, like a rollercoaster that never fully stalls.One technique I use is foreshadowing, offering small hints about what’s coming next. This can be do…
No mocap, no actors, just a solo-dev workflow to bring dialogue to life. I use simple facial animations and lipsync to help players connect with the characters, understand their personalities, backgrounds, and the struggles of living in a harsh world.The voice…
This cinematic camera system is only used during enemy finishers that kill the player, or in some player finishers. I call it the Spectator Camera, and it’s fully dynamic, generated on the fly to find the best possible shot based on the environment and the pos…
In this devlog, I wanted to share a small piece of lore from Lobo.Inspired by The Last of Us, where doors need electricity to open, Lobo features progression mechanics tied to ancient gates. The world is a post-apocalyptic valley, shaped by a brutal war betwee…
In Lobo, encounters are designed with a few enemies at a time, rather than huge crowds. This is both a design choice and a technical necessity. By design, encounters should feel meaningful and challenging, no matter the enemy’s size. Technically, smarter AI is…
Do you like to spam the attack button? Well… I designed this mechanic to protect you from yourself.Inspired by games like Black Myth: Wukong, enemies in Lobo can now create space when they detect repeated attack spam. Instead of just standing there and soaking…
Heavily inspired by The Last of Us and its approach to offering different paths to the same outcome, Lobo lets you handle situations in multiple ways. You can go full berserker and face every enemy head-on, relying purely on your combat skills, or take a steal…
One of my long-time obsessions while making this game has been imprinting emotions onto characters, not just in cinematics, but during actual gameplay. It took a lot of experimentation to find a workflow that felt right, especially since I don’t have actors or…
Following my recent combat micro-devlogs, this update adds enemy finishers when your health drops below a certain threshold. It makes fights more tense and forces you to stay alert when you’re close to death.At the same time, I redesigned the spectator camera …