2026-10-16
Dev Update: Is that movement just a flickering bulb, or something else?
한글 요약이 품질 관문에 걸려 원문만 둡니다.
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Hey everyone! Dropping by with another quick dev update on Kritsana.Recently, our focus has been heavily on dialing in the environment and lighting. We wanted our spaces to feel damp, suffocating, and genuinely uneasy. To show you what that actually looks like in practice, we put together a quick Before vs After comparison of the same scene: Looking at the side-by-side, the difference dynamic layers make is night and day:Erratic Fluorescent Flickering: Unpredictable dips in illumination that keep your senses keyed up.Moths Swarming the Bulb: A grounded, tropical night detail that subtly ratchets up the tension in a confined space.Volumetric Dust & Haze: Gives the light cone tangible weight, making the room feel thick and claustrophobic.Why introduce so much visual movement?In an anomaly-hunting horror game, your vision is everything. In a frozen, static scene, spotting anomalies is just an exercise in pattern recognition. But introduce flickering bulbs, dancing shadows, and darting insects, and your brain starts second-guessing every pixel.Was that sudden flicker just faulty wiring... or did something just pass in front of the lens?Let us know what you think of the transiti
스팀 공지2026-10-08
Dev Update: How We Animate 2D Anomalies in Kritsana
한글 요약이 품질 관문에 걸려 원문만 둡니다.
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Hey everyone! Today, we wanted to share a quick look at how we turn static 2D anomaly art into something that moves and creeps you out in Kritsana.Once the base illustration is done, the process breaks down into three main steps:Step 1: Cutting up the spriteFirst, we slice the artwork into separate pieces: head, torso, arms, legs, and so on. This lets us move each part independently without distorting the whole image.Step 2: Rigging and weight painting Next, we build a 2D skeleton and bind it to the pieces. We paint weights onto the 2D mesh to control how each section bends and flexes when the bones move. This step is what keeps the motion natural instead of stretching and tearing the sprite.Step 3: Keyframing the motionWith the rig ready, we actually start animating. We keyframe everything from slow, eerie breathing loops and unnatural twitches to sudden jumpscares that catch you off guard. Adding subtle motion like this builds a lot of tension. It messes with your perception and forces you to stare at every corner, constantly second-guessing whether something actually moved or if your eyes are playing tricks on you.
스팀 공지2026-09-04
Dev Update: New Scenery Preview
한글 요약이 품질 관문에 걸려 원문만 둡니다.
원문 보기
Hello everyone!It’s been a little while since we released our demo, and we’d love to know how your experience has been so far.Thank you so much for all the feedback and support. Our team has been reading through every single comment, and we’re using your input to make the full game even better. We really can’t wait for you to experience the complete story!If you haven’t already, please consider adding the game to your Steam Wishlist. It really helps us out a lot:Today, we wanted to share a sneak peek of some upcoming scenes. Our game is set in Thailand, 1997—a time and place with a very specific, grounded aesthetic that off-the-shelf tools simply don't understand.While we experiment with generative tools during early brainstorming to quickly test composition and lighting ideas, capturing authentic Thai culture can't be automated. Our art team steps in to heavily repaint, reconstruct, and hand-craft every single element—ensuring the street scenes, props, and nostalgic details remain completely faithful to how 90s Thailand actually looked and felt.Take a look at some of the new scenes below! (Minor visual spoilers ahead)........The car repair shopThe garageThe warehouseThe
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