Hello wonderful people from the internet!
Welcome back to the 28th chapter of our progress blog!
What is the current state of play?
Game Design
Last week in Game Design, we mainly continued working on the greyboxing for the tutorial level. We restructured it a bit to ensure a better introduction. For example, we moved optional paths further back into the level for now so as not to confuse the player too much at the beginning.
Art
In the Art Department, we’ve now finished animating the Sticky Enemy. Below you can see one type of the enemy (the north type), since these enemies are „bound enemies“ again, they have four different appearances.




Programming
We’ve finished the new enemy system, which should now allow us to create new enemies more quickly and efficiently. Unfortunately, there isn’t much to show here, as it mainly involves internal code and architecture. Additionally, the sticky enemy was also completed within this system last week.
We’ve also started programming the skill tree, its basic framework is now in place, and it can already rotate and the player can select a path. Below is a small preview of what this skill tree (prototype) looks like.
Since the skill tree is going to be extremely large and complex, we’ve built an editor that makes it easier for us to manage these paths and data and integrate them into the game.

What we will do this week?
Game Design
First, we need to refine the design of the second mini-boss a bit so we can start programming it this week. Other than that, we’re once again preparing for an event this week, Nordic Games. There, we’ll have the opportunity to introduce ourselves to publishers and other potential partners. To do this, we still need to prepare our pitch and other documents.
Art
This week, we’ll be focusing on the inventory UI again. Since the inventory has undergone a redesign and a programming overhaul over the past few weeks, we’re now polishing it up and giving it a fresh look.
Programming
On the one hand, we’ll try to introduce a new enemy here, the Echo Enemy, and on the other hand, we’ll also integrate the revamped second mini-boss into the game.
We’ll also continue working on the skill tree, which still needs some fine-tuning, and then we’ll move right on to the stats and effects of the skill tree.
That wraps up this week’s progress update. It’s exciting to watch Enu continue to grow with every improvement and new idea we bring to life. We’re grateful for everyone following the journey and supporting us along the way. More updates, features, and behind-the-scenes moments are on the horizon, so stay tuned for what’s coming next!












