Feature Update!


It's time for another update on how the development is going. We've, since the last update, added:

Objects that can be picked up and thrown, and if they are thrown with enough force, they break/explode. These are not using UE4's built in fracture mesh. They spawn gibs and particle meshes on impact, destroy themselves and of course, make noise, too. 

We can't show you yet, but the monster can now react to noises. It's possible to distract him with throwing an object somewhere far, and if the monster is close enough to hear it (or it is loud enough), he will inspect the sound's location.


The doors also got an upgrade. The door system itself changed, now every door uses a certain color, and the corresponding colored card opens the door. They also got this flashy sign on the buttons that shows if they are locked or not.


We've added a note system to the game. Every in-game character has a Personal Assistant Device (P.A.D) that they use to take notes with. The P.A.D assigns these notes to the locations they were recorded at inside the ship. If you find someone's P.A.D, their notes will become visible and readable. 

Like this poor fella's.

And this is how the note looks if you activate/deactivate the found P.A.D.


We've added visible points to the spine of the monster, so he can be seen from farther away.


One of the biggest features we've added is the fire detection system in the ship. If there is a fire, the sprinklers will activate (if the water system is active, of course), and put it out over time. The fire can also kill the player if he stays in it for long enough. Also, if the player stands under the sprinkler, he gets wet and the camera also gets an effect that makes it hard to see. It fades over time, but while he's wet, electric devices will be dangerous to him.


The last thing is the way the day ends. After a set amount of time, time resets, and we've added an effect that sweeps through the ship, representing the time loop starting everything over.

Also, related to this, we've made a clock that shows the current time. This will be the clock that wakes the player every day, and he can also use it to determine how much time he has left of that day.

We're still working on the interface, there are a lot of placeholders and debug stuff there, please excuse the messiness.

In other news, we're preparing for our Steam Greenlight campaign, and trying to find legal ways to release the game (we're in Hungary... it's not easy)

This is all for today, see you next time!


Project Blind story details!

Hi! It's Geril.

We're on Steam Concepts! (And soon Greenlight) Check it out!


We haven't really talked about the story of Project Blind, because obviously, we don't want to ruin anything. But I'll try my best to give you an overview.

The game is set on a transport spaceship that carries supplies from and to a city-sized science base. In the game, there are also four people being transported on it, one of them being the player, an ex-engineer who had a severe accident and lost his vision, and therefore his job. He is in a coma after the surgery that replaced his eyes with a machine.

The other three people are a newly retired doctor, a scammer lawyer and an insane designer. All three of them leave messages in their portable devices, which the player can check to find out more about them.

The spaceship has a crew of five people who keep the ship in check, while the ship carries them through space on a predefined path.

Among the cargo, there is a military experiment hidden, the result of an ongoing gene-modifying project. This creature wakes up from cryogenic sleep for unknown reasons, and breaks free.

The player wakes up after this happens. Most of his fellow passengers are dead, and he can only find out what happened by discovering clues and reading writings on the wall. The only other survivor has locked himself in the surveillance room, watching the player through the cameras, and he is the one leaving the messages.

The loose monster isn't the only thing standing in the way of exploring and fixing the ship. About eight minutes after the player wakes up, the ship enters an anomaly that resets time and the player wakes up again. Time goes back by about one and a half days, but the player always wakes up in the last minutes. By that time, the other survivor has changed what he could in the ship based on his own experience and the player's actions, to help the player progress, and locked himself in. For example, if the player rearranges a room to get to a valve to turn off the heating in the room, then the next day, the other survivor will have already exposed the valve for him. Of course, he won't repeat everything the player does, but he tries his best to help. This is why he writes the notes on the wall, although those can be misleading sometimes.

Ultimately, it is up to the player how many times the day repeats, and what the ship's fate will be.