2026-07-08
Taking a break (and what’s next)
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Hey! Just wanted to give a quick heads-up on why I’ve been inactive lately. This past month I’ve been taking a break, and to be honest, I’ll probably extend it through July. After working almost 12 hours a day for the last two years, I just hit a wall and needed to unplug for a bit.Once I’m back, I’ll start sharing some teasers and previews of what I've been working on for the update.I’m also planning to run some polls and threads around here because I want to see what things the community feels could be improved or polished. It's mostly to get a general sense of what you guys think, keep you in the loop, and gather some fresh ideas while I progress.Thanks for understanding, and see you guys in a bit 😁
스팀 공지2026-06-10
Message from the developer
한글 요약이 품질 관문에 걸려 원문만 둡니다.
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Just wanted to drop a quick message to talk about the release of Dead Mall and how the game is doing overall. I’ve been reading ALL your feedback, and I know that for some of you, some parts didn't fully meet expectations or felt like they fell a bit short. I truly appreciate your honesty, and I take it to heart—just as much as I appreciate everyone who has been thoroughly enjoying it.Developing the final stages of the game was a major challenge. Balancing deadlines, complex map designs, and technical hurdles meant we had to streamline certain areas and leave some ideas on the cutting room floor to ensure the launch. It’s a game I love and proudly stands complete, but I also know we can take it even further.I don’t want to just leave it as it is. Now that the pressure of deadlines is finally off our shoulders, we are going to put a ton of polish into the game. We aren't just looking to hit 100%—now that we have the time and focus the project deserves, we want to push it to 150%. Over the next few months, I’m going to be working on bringing back the specific content we had to cut before the launch, shaping those missing pieces based on both your feedback and my own origina
스팀 공지2026-05-07
Dead Mall Release Date and Trailer
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Hi everyone!We're glad to announce that the new Dreamcore level, Dead Mall, is releasing on May 21st. For this new Dead Mall map, I decided to go in a pretty different direction compared to the previous ones. After going through a lot of your feedback, it was clear that many of you wanted a much more open exploration experience without so many hurdles, and that’s exactly what this update is about.In this map, we're moving away from puzzles. There are no complicated riddles or mandatory objectives to break your flow. The idea is for you to fully soak in the atmosphere of the mall without any pressure. If you want to head straight for the elevator to move on, you can—assuming you can find it among all those corridors—but if you’d rather just wander around and explore every corner, the map is all yours.Basically, the game is now giving you the space to decide how you want to experience it. I felt it was time to take the stabilizers off and let curiosity lead the way, so I hope you enjoy this total freedom.This is also a good opportunity to remind everyone that when Dead Mall releases, the base price of Dreamcore will raise slightly, just like it did with Playrooms and Limina
스팀 공지2026-03-03
Liminal Hotel Updated! (and many other changes)
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First, my sincere apologies for the delay. We have had some issues that delayed the update.We've just updated Dreamcore with a massive overhaul for Liminal Hotel. We hope you like it!Here are the complete patch notes!:\- Fixed some missing walls (Thanks @BigCGaming).- Fixed a song loop problem on Dreampools (thanks @fatpound).- Fixed a void in basement (Thanks @blåhaj).- Fixed a missing rail.\- Fixed some wrong location models in Neighborhood (Thanks @BigCGaming).- Fixed a void in Guest House (Thanks @BigCGaming).- Fixed a break lens bug in the opening cinematic.\- Removed color-coded keys in Pastel Room and replaced them with a pink generator to power the garage door, matching the rest of the sections.- Adjusted Maze Room layout to slightly reduce difficulty.- Added lights in dark areas from Maze Room (Thanks @BigCGaming).- Fixed a problem with the light on the final section.- Fixed missing texture on fences in Toys_Room. (Thanks @AndraxDev).\- Overall map updated by 35% with major layout adjustments.- Floors 3 and 2 were completely rebuilt.- Updated elevator floor signage with a new visual design.- Added 2 new floors and renumbered all existing ones. (now there's 8 tota
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