Hello wonderful people from the internet!
Welcome back to the 31th chapter of our developement blog!
What is the current state of play?
Game Design
Level design, level design, and level design, right now, our biggest task is getting the tutorial level into top shape. It’s important to strike a balance between introducing the rotation mechanic while ensuring the level isn’t too difficult or overly “puzzle-like”. To that end, we’ve revised and tested the tutorial again, and we’ll need to continue refining and improving it. It’s a major challenge to introduce the rotation mechanic in just the right way, alongside the other huge Systems and the combat.
Art
We’re currently focusing our efforts on our Steam page and have created some initial concepts for our key art, logo, and posters. Our main character is also getting a minor redesign (picture below), and everything needs to be finalized before we launch the Steam page.

Below you can see the first concepts for the Steam key art (WIP and subject to significant changes).



Programming
We’ve finished the second mini-boss and finalized it for testing; mechanically, it works, and we’ll add animations and art to it later. We won’t be revealing too many details about how the mechanics work just yet, as we want players to discover them for themselves.
We’ve also adjusted the rotation, or rather, the way the rotation mechanic is presented. Since, as players, we take on the role of a Veilkin, a being capable of traveling between worlds within the Aetherveil, we’ve incorporated this concept visually into the game. But this doesn’t just serve the narrative; it also prevents many other issues associated with the mechanic. We’re very excited to see how players will react to this mechanic. Keep in mind that the following Scene is a test-scnene in our project and is not representative for the game or the state of the game.
What we will do this week?
Game Design
We’re back to working on level design, we’re starting on Level One and continuing to develop it. At the same time, we’re also refining the tutorial. Additionally, in collaboration with the programmers, we’re refining, finalizing, and implementing the reworked gear system in detail.
Art
We’ll also keep working on the art side for now; we need a lot of posters, logos, and so on for the Steam page. Refining the main character will also be a lengthy process.
Programming
In our penultimate blog post, we showed off the new inventory design, and now we want to implement it and make it playable. This should help significantly improve the clarity of the inventory.
Furthermore, we will be revamping the Gear Skill System, each ability can now be used as a Basic Attack, an Ability, and an Ultimate (at least wherever it makes sense, but a weapon will always have at least two of these options).
Integrating this system also with the affixes will be the task of the next week(s).
And with that, we’ll wrap things up for this week. Development continues to move forward, and every milestone brings Enu one step closer to becoming the experience we set out to create. Thank you for your continued support, feedback, and enthusiasm, it means a lot to the team. We’re looking forward to sharing more progress with you soon, so keep an eye out for the next update!














