#ENTWINE - Atmospheric Horror Game
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Whats your target texel density? It looks very good
im not sure what u mean lolll
As in, what your target texture resolution is per 1m x 1m (if you have one)
I don't have one, I just kind of eyeball everything. If any textures look too low resolution I'll usually layer over another texture with the LayeredLit shader, edit it in Photoshop or use detail maps.
Cool, what's the difference for you between using LayeredLit and a detail map?
With LayeredLit I can use more than just one layer and I feel like it gives me more control but it's slightly more expensive
Good to know, thanks for the tidbits 🙂
You can see here the use of LayerLit on this table is extremely subtle but I think it adds some really nice detail in the smoothness
demo character model
improving player body and animations for the demo
how much spent on models now? 😭
Don't know. It's a lot but I made that character model myself in cc4
Cool to see a game in development thats been going on strong for quite a while :D Are you solo or in an indie team?
are u still using cookies in ur lights ?
Solo
not really, the inner/outer control of the spot angles in HDRP is enough for the most part
Hey i wanna know more about the glass bottle right there cuz my brother is making a model for me but i dont know which material property would make a good glass
the one u have right there looks good, where u find that model anyway ?
That glass bottle is from "Atmospheric House", just with the default Lit shader and Subsurface Scattering.
aight 
cockroach system
fire maybe they should go faster when the player is near
This looks fucking amazing dude, hope it never stops being worked on 
although I have some questions, will it be a fully story-driven game?
And mentioning the fact it is gonna be a horror game, what will haunt and/or attack the player?
@limber axle thank you. not exactly sure what you mean by "fully story-driven" but the game is completely singleplayer and the story is a crucial part of the game. as for the last question, i'll leave it up to your imagination.
if anyone is at all interested, wishlisting the game would be incredibly helpful, as the demo is coming out on February 24.
https://store.steampowered.com/app/3108570/ENTWINE/
ENTWINE is a terrifying, singleplayer indie horror game. Brave the terror alone in a horrifically hand-crafted, slow-burn single player campaign.STORY MODEImmerse yourself, with story rich gameplay, meticulously detailed environments, horrific monsters, challenging puzzles and slow-burn terror. In this game mode, you get to do all the screaming ...
2025
(steam page is a little outdated, i'll update it tonight.)
alright, I'll check it out soon! Thanks! (looks 🔥 to be honest)
i liked the color palette atmosphere and graphics looks cool. goodluck 🔥
400 gb? How?
cool man whats the sauce behind this system ?
lol good question
but also i saw somewhere he changed everything to hdrp
is their any difference in static and realtime quality and performance wise
are those assets made hand made, also are you alone or have a team
your game looks realistic, can i acheive such graphics in unity as a solodev
All it takes is a handful (understatement) of 4k textures (which it looks like this game's bread a butter). It's easy to underestimate how quickly image files eat up harddrive space...
I wouldn't be surprised if the majority of those are simply in asset packs waiting to be used, rather than actually in the game
@light moth Exactly this. Although, It’s not 400GB anymore. I created a new project file in which I upgraded from 2019.4 > Unity 6 and from built-in to HDRP. I only migrated the content that I needed, so I’m only sitting around 200GB. A lot of that is also eaten up by the Library folder which caches data so it can be used by the editor faster.
The built game files are only like 13GB the last time I checked.
I use assets from the asset store and edit them depending on the use case. I’m completely solo.
When you say “static” lighting I assume you’re talking about baked lighting. Baked lighting has some amazing advantages, and it’s made even more useful to me considering I can create realtime lights that only affect specular in HDRP now.
Baked lighting is completely static and doesn’t move whatsoever. The lighting is baked into the object, so the objects can’t really move. This creates issues with interactable objects and characters which can be solved by using either Light Layers or light probes. Baked lighting is more realistic most of the time and runs faster, since it is precomputed and often includes Global Illumination - something that is very hard to effectively achieve in realtime.
Realtime lights are much more expensive and aren’t as accurate, but they are completely flexible and can move or change in any way you like. It’s a lot less of a hassle to deal with.
are the objects in this image real object scans
yea
Now I get it. I'm saying, how do the models look so beautiful?
So, do you do this real object scanning or do you buy it ready-made?
I'm asking this, in these scans, the meshes are usually not uniform and there may be too many protrusions, do you go over them with a blander or something?
I make sure I buy very high quality scans, ones which are usually labeled "Game-Ready". Sometimes, there are a few errors which I'll have to correct in blender.
It's not really visible in the videos above but there are some issues that come with using these scans, but they aren't really that bad compared to how good the end product ends up looking.
It's also very hard to make traditional models fit stylistically with the scanned environment. This is the first scanned environment I've worked on.
I agree, I think it's very nice and realistic, I think this game will be talked about on the internet for a long time.
I truly hope so.
I think it certainly is.
I'm nearly 4 years in and I truly want to make this game my Magnus Opus as corny as it sounds. I've put literally everything I have into it and I can guarantee the game will not come out until it is a masterpiece in my own eyes.
I can swear to you that the scene in this video made me more excited than I've ever been, so you think about how much noise it makes.
4 years, before and after:
I think the problem in the game industry is actually in those who do not do like you, that is, those who do not really make masterpieces, but only dream of getting rich by releasing games immediately for the sake of money.
I think it's a very good development
That scene will be reworked unfortunately. The idea of the lights turning on with loud sounds will be kept, however the environment is far too futuristic and sci-fi to fit in with the games current identity.
I understand, I think it's inevitable that there will be a good scene.
I'm also really curious about the gameplay videos of this game, I hope it comes out as soon as possible or at the best time that suits you and I can see this game.
I will admit I've been slacking off recently. I'm only just starting to work on the game again after like a 2 week break.
The reason the game is taking so long is my standards are so high. I've ended up scrapping like maybe 60-ish?? percent of the work I've made since it just wasn't good enough. I'm incredibly happy to say that now I've got a sequence of events and sections that I'm truly happy to release. There's still a lot of work to do, but the game will come soon.
it is pleasing to hear this and it is also pleasing to meet successful game developers like you, I hope you will reach the place and fame you want 🙂
What is your target game size for this project?
What do you mean by “game size” exactly?
The build in gb i guess
In that case, probably around 20GB
Fair
when will you release your game
When its ready i would say
when its ready
Awesome
Probably will go a little over that though
Yoo, the graphics was so impressive. Are you making this alone?
Its never ready. There is always something to add.
you're always going to make money at a job
the money you have now is useless right?
you're only going to get older might as well just die now
L mentality
I will release it when I believe it is ready. It will be ready. I don't care what you or anyone else says. I will never release something I am not proud of. If that means it'll take an extra few months, so be it.
Good
I added to wishlist
where will be demo version?
FPS u getting ?
oh yea ur devlog was missing i couldnt find it here since some weeks i thought u removed it
if i could tell you in a single discord message i think everyone would have made a hit by now, that question has no real answer. all i can say is iteration is key. find your own workflow and what suits u best n just keep working and u will make something great. it may take years but it'll be well worth it
i pushed it back again by a few months, again it just wasn't good enough for febuary. will come out when its ready
haven't got the chance to properly benchmark, i'll update you when test it out. it's been running incredibly smoothly though with no hiccups on my pc
probably just gets buried under the other hundreds of devlogs here since it's not always active
this sounded a lil passive aggresive lollll i didn't mean it in that way
once u stop trying to copy everyone else and focus on creating your own art you'll realise the true beauty in it and that's what i'm truly passionate about
do u use light probes or APV, APV is giving me Way too brighted stuff out
neither atm
oh okay
Wow!
8k textures?
they're actually 2k lollll
Dayum
blinking
working on the trailer, will hopefully be out soon
how do you achieve these graphics 
probably $15USD
gatekeeping 😛
nah the secret is in the composition of the scene and the lighting
lighting makes all the difference
are u working with a modeller?
no
Did you tweak the subsurface scattering or diffusion profile for the character's skin?
the defaults out of the importer appear to be a bit off, but yours looks good
These are the settings I used.
Scattering color is E08F82
and here is the Transmission Tint
just rewrote a lot of the story and i really cannot wait to release this game
I cant wait to play it!
Solo dev?
yes
is it possible to get your graphical style self made or atleast without a cost
I’d charge $25USD since it’s a solo dev project and it looks like it’s made with a whole team. Depending on the story of course wherever it’s final on publish or if it’s not.
The game will only be about 4-5 hours long and to me charging 25USD for that seems a little much. The 10-15USD range is probably what I’ll go for and I’m leaning more towards 15.
It’s possible, you just have to be a skilled 3D modeller which I am not
oh ok
how do you build up hype for the game
so when it comes you make profit and revenue eventually
next fest demo, trailer, social media posts, paid ads(like facebook), discord, contacting influencers and natural steam traffic will usually do most of it
Oh ok for 4-5 hours $15USD is pretty reasonable.
I hope it's like 1,000^2,000 times better
yeah; that's my bad, i'm really sorry for all the delays, but i cannot express how much better this demo will be because of it. i only post my best pieces of work here, no one sees the countless bugs, completely unfinished parts of levels, broken systems and poor performance of the earlier videos i've shown. i was still on builtin and unity 2019 when i announced that date, i'm using HDRP and Unity 6 currently. the game is the best it's ever been right now though, and it just keeps getting better
also, i'm not sure if i've mentioned this here yet but i want to be clear: i have removed the multiplayer from the game. there is no multiplayer functionality. it is scrapped. i want to create the absolute best possible singleplayer campaign i can.
Yeah this game is great. I hope you get really successful because you deserve it 👍
I can’t motivate myself to work on a project that long…
find what u love and do that, this is my dream game. i've been working on this project since i was about 12 back in 2021 and i enjoy every minute of it
oh sheesh ur 15 ? i wish i started early, ur doing great man,
was working on the cloth system, wondering have u ever done it ?
unity cloth looks pretty hard to work with tbh i hate the results
i would recommend trying out kinemation FPS pack it pretty much is really modular, optimised (jobs) and cam make things really easier like camera shakes weapon control etc, expect its not so easy in beginning. it pretty much gives recoil without using animation its pure IK
I'm not trying to brag, but I COULD accomplish something like this with years of effort.
It's just I find a game I like working on a lot, then I get burnt out. It's not because it's hard, I just truly don't feel like it. I really don't know how to fix that, cause I want to fix it : (
u need consistency and patience.
i think i've played around with it once or twice but never really needed to use it
you'll find the right project for you eventually, it might be game dev related, or maybe a different art form. experiment, see what you enjoy the most and take breaks whenever you feel like it
looks cool, i don't get how this relates to my project though??
I can't come up with any ideas either
It's one of the best fps controller for gun, thought to share it to u, procedural camera shake, recoil and can use any nimations for the player very instantly it plays with camera shake with the animation so u can use them in very modular way
It's from the creator kinemation.
that's literally the hardest part in game development
thats the main part
is the tv sreen like a video playing? How did you go about making the lighting and everything for this?
the TV is a shader and the lighting is just a spotlight with both its intensity and range animated
What is your package?
Mad props to you man. I'm 18, and you're doing better than most people. I've seen studios with a team of like 8 people that work in offices with 3 monitor PCs when in reality, their game looks like something an average solo dev could cook up in 2 hours with a laptop. Your game looks like something a larger studio would make, and that shows that you're talented. 👏👏
A lot of people do. Heck, even i do until now. I have tons of abandoned projects. One made it to steam though. But now I'm handling development for 2 games. When I get burnt out developing the first game, I go to the other one 😅
thank you. i try, it’s all just time. i’ve spent nearly 10k hours in unity and i’ve learnt so so much. there is no trick or secret, just the cumulative knowledge compounding over the years.
Zamn
Very nice. Easy to understand aswell.
What tricks do you use to make your camera/game look that good?
I'm on URP, but i'm sure i could find a way.
eh i don't use that many "tricks" anymore. i used to a lot, especially back when i was using BiRP. although, i am actually very thankful i began with using BiRP, without access to photoreal lighting and materials. it taught me some incredibly valuable lessons, mainly the importance of good scene composition.
some general tips
-i use panini projection for a slight bodycam/more realistic view effect
-i'll often use multiple light sources and disable or enable the specular and diffuse components to get the most interesting looks out of them, even if it isn't physically accurate
-make sure your exposure and scene matches up with real world scale and lighting if you want to achieve physically correct(realistic) lighting
-in this scene specifically, i opted to not use ACES. i normally use ACES for tonemapping, however it came across far too strong on this scene, so i tweaked the custom one to my liking. it's very simple, so i have attached my settings below. i am not an expert on tonemapping by any means, so try it out on your project and see what works. if anyone is more skilled on this topic, please share your knowledge of it.
-in rendering pipelines where ultra realistic lighting and materials are not feasible, focus on good scene composition. study movies and their cinematography. it may also help to have a general understanding of color theory and the basics of photography. (back when i used BiRP i used to abuse specular highlights sooo much)
-use high quality textures and materials(this goes without saying). for materials specifically, using the LayeredLit or your own custom shader to merge multiple textures together can produce great results. also, AI upscaling textures can be incredibly useful.
-use volumetric fog and lighting to your advantage. don't overdo it, but it can add a beautiful flare and thickness to your which you wouldn't be able to achieve otherwise.
-in a horror game like this, shadows are probably the most important tool you have at your disposal to create a good looking scene. i've attached two images below, with almost the same lighting parameters and exact same scene. the only difference is the spot light is moved and rotated slightly differently. at a first look, the difference might seem inconsequential, but look at the image closely. the image on the right with correct shadows appears as so much more confronting, professional and scary. the long shadowing on the rungs of the tunnel is what specifically makes that environment stand out so much, and this difference in lighting(or the lack of it) is what separates the usual solo indie passion project from something that appears AAA.
overall, these tips won't make ur game look 100x better, but they are just a little bit of knowledge i've learned along the way i wanted to share. keep in mind, every cool thing i have to showcase here has been relentlessly iterated on, or there were at least 5 scrapped versions of it until i got what i wanted. keep working. you will eventually find a workflow that suits you if you put in the time. you cannot rush art. art does not have a "cheat code".
thank you all for sticking with me for over two years.
release date trailer will be out in the coming weeks.
I can’t believe you’re the same age as me and making something that looks AAA
Me and my 2d tower defense card game 😭
How do you make your game look so realistic? You're using birp right?
They just posted a long message detailing their techniques
Thank you for this, i'll definitely be using these tips in my game. I already use high quality textures, but my issue was mostly with the camera, and a little on lighting and tonemapping.
He migrated to HDRP
I’m using HDRP now. I used to use builtin. I just detailed a few of the techniques I used in the message above.
Is HDRP performant as URP?
it’s all relative to when you start. I downloaded Unity when i was 9. i’ve just turned 16 now. i played around with it a little, got really frustrated and didn’t touch it for a while.
when i was 11, i saw Dani on youtube and that really inspired me to start creating games. i redownloaded unity once again on my mom’s barely functioning old computer. i remember i used to put an ice pack on the top of it so it wouldn’t overheat when i was using unity lol. i made a bunch of clones of Dani’s games, and then a minecraft clone. i have very fond memories of making games at this time.
as soon as i turned 12, lockdown hit. i saved up enough for my own computer(which i’m still using to this day) and began playing around once more. i tried a lot of big projects, which obviously failed.
then, i began development on this project during lockdown, still being when i was 12. i think i made the game in 48 hours if i remember correctly. it was about 1 minute long and ended with a horrible screamer. even though the game was bad, i loved making it so so much. i released it on itch.io and shared it with all my friends. it was the best feeling ever.
fast forward about 6 months, i discover the asset store, which was HUGE for me, as still to this day i’m not very skilled in 3d modelling. i very vividly remember the night of me purchasing the Atmospheric House asset and making my first level with it. shortly after, i signed up to Steamworks and created the store page for this game.
on February 21st of 2022, i released the demo of my first game, PUPPETEERS on steam. it was a bad, buggy and poorly optimised mess, however, some still enjoyed the experience. it gave me a lot of insight on releasing something to the public.
lockdown ends, and i’m still working tirelessly on PUPPETEERS. i turn 13, and still, i really don’t have that much knowledge on game development. i make multiple trailers, set deadlines and i miss them. finally, i set a release date in stone. October 31st, 2022.
that date rolls around. the game wasn’t ready. i’m incredibly disappointed with myself and so were the people around me. i dropped my standards, and let people convince me it was right to release the game, so i did it anyway.
the morning after i remember incredibly vividly, releasing my first game at 13, then reading all of the negative reviews bawling my eyes out. i considered quitting, i thought to myself; maybe i wasn’t meant for this. it was an incredibly difficult time for me, and i really do regret it.
but i didn’t quit, i kept trying. i updated the game constantly for the first three months. i then began working on Update 2.00 of PUPPETEERS, which ballooned to such an incredible scope, that it has become the game you see here in this thread, ENTWINE. i turned 14, and i’ve been working on this same project everyday. i then make the steam page and this thread.
thanks for reading if you even got this far, i feel like it’s a little personal but i hope this helps you understand why i’m so reluctant about release dates and releasing early as a whole.
not usually, it’s naturally more performance intensive considering it uses more demanding methods for more realistic results
Crazy how you're 16 making a game that looks like it was made by a studio 👍. How did you learn coding if you don't mind me asking?
through reading documentation and watching YouTube tutorials. i’m completely self taught and never went to any schools or courses for it
Damn that's impressive I do the same but I don't see any progression. I know how to use the unity editor but coding wise not so much been at it for a year now. I'm a bit jealous lol
What would your advice be for a beginner?
I’ve been coding for nearly four years, it just takes time and practice
keep trying, you will make something great if you sink enough time into it
I've been coding since early elementary school, and yes, practice is crucial, but don't just take courses-instead, work on projects you enjoy
of course, my skillset is very different from op here, but we seem to be in a similar situation
Yes but there are just some things I don't know how to implement and I don't want to watch a tutorial as I don't want to get stuck in tutorial hell. And what ever I'm trying to implement there is hardly no one talking about it online.
So it's hard for me to just work on projects as I have no idea how to implement whatever I'm doing
take stuff in small steps. My first games were horribly balanced and looked like a scrapbook, but now I know where I went wrong and how to avoid it
I've probably made over 40 games across multiple mediums, so I can use old tricks/code and know when something is going to go wrong before it does.
I dont want to hijack op's log here lol, but one more thing-if you feel overwhelmed or burnt out, PLEASE take a break. Theres nothing worse than burning out hard when you could have taken a short break to regain motivation
Thanks for the advice I'll just take baby steps and break stuff down so I can understand it better 👍❤️
watching a couple tutorials is very unlikely to get you stuck in "tutorial hell". i know i was dependent on tutorials for probably a year until i learned enough of the basics that i could work independently. i still use tutorials to this day whenever there's something i'm not sure how to do. what @charred spindle said is right. don't burn yourself out. your games WILL start out bad, and they will get better. don't let it demoralize you.
Awesome, but i feel like the subtitles needs to be bigger. Or maybe a subtitle size options in the settings
will adjust
finishing up parts of the trailer, which thumbnail is the best?
(obviously just a quick edit, ignore video lengths, views and dates)
nvm decided
Looks dope what's your channel called?
Cool. Good luck, would love to see your game thrive on release
imma need that channel link 🙏
Yay!
Hi I was just wondering what this was https://store.steampowered.com/app/1734540/PUPPETEERS/#app_reviews_hash
Looks similar to your game but was released a few years back
STORY MODEExperience true psychological horror in Story Mode, a first-person adventure. Hired as a paranormal investigator, you're sent to uncover the secrets behind the disappearance of a mysterious owner. However, as you step inside his eerie home, you realize this case is far more terrifying than you ever imagined.MULTIPLAYERTeam up with you…
$9.99
this
Hi. I have addressed this indirectly in the past but I think it's best to make a direct statement about "PUPPETEERS" and my involvement in the project.
Yes, I made this game, and yes, it does have mostly negative reviews. I'm not proud of it whatsoever.
First off, I am sorry to those who felt like the game was a scam. I released "PUPPETEERS" in a buggy and unfinished state, which is reflected in the reviews. I don't want this to sound like I'm avoiding taking accountability. I know I shouldn't have released the game in that state and it was my fault, no matter my age, and I sincerely apologies for that. However, I want to make it clear it was not a scam, rather a bad game. I was around 12/13 at the time of releasing that game. It was my first project and this huge failure was not done out of malice whatsoever. After a few patches, the game was updated into a state where it worked, but it is still a poor game in terms of horror, story and game-play.
It has been incredibly difficult for me to move past this and it is an undeniable stain on both my brand and company. This is why I've been so reluctant about specific release dates, and when I have made them, I have missed quite a large portion of them by a significant margin. I do not want to repeat the same mistake of creating a rushed and unfinished game ever again. I am now 16 and much more knowledgeable at game development and its surrounding fields than I was when I was 12. I will not let my past deter me, and I will make sure my new game "ENTWINE" is as perfect as it possibly can be before release. I hope I can deliver on that promise.
I have decided the best course of action is to contact Valve to remove the ability for future purchases of "PUPPETEERS" and offer Steam keys to "ENTWINE" - the current game in which I am working on - for all users who had previously purchased "PUPPETEERS" . It will be removed soon. If you have any questions, feel free to ask.
Good on you for not quitting despite some rough feedback, I'm sure a lot of people wouldnt have been as mature as you. Entwine looks fantastic, best of luck!
If you dont mind me asking, how did you make all of your assets? The thing I struggle most with is visuals, and I'm hopeless at blender
Thank you. It means a lot.
The majority of models are purchased from asset stores or commissioned. Creating all of your own assets from scratch is not necessary whatsoever. However, I’d highly recommend you become proficient in your 3D program of choice so you can learn to at least tweak and edit the models to fit your game better.
Do you know of any places where I can get free assets?
the unity asset store
Sketchfab is great
How long did it take you to develop puppeteers?
the original prototype was made in one day on Jun 27, 2021. it then released 3 Nov, 2022
dang just one day? what did it consist of and what did you decide to add after that
i mean it was horrible and the first time i ever released something on itchio, it was about 1 minute and a half long with just a screamer at the end
Yo
How did you learn?
experience
failing a million times and learning from each mistake
How many months/years
coming up on 4 now i believe
Years??
yes
Dayum
Realistically
How long this game has been in development
And also is the trailer released on yt?
i mean the inital idea and prototype was in 2021 but that is so far apart from the state of the game now and it's just kind of the general concept. i restarted the project in around november 2024 though with a new unity project and that's been such a huge help
Alright
not yet, announcement trailer will come eventually, i've got a contact at IGN now so it will also hopefully be up on there too when it comes out
Have you used any ai help?
no
Alright
Thanks for replying to all my questions
@jaunty kite btw for your first game did you have unity paid version?
no i've always used unity personal
So are you okay with the unity loading screen?
it's not required in unity 6 and even if it was it doesn't bother me to the point where i'd spend thousands of dollars to remove it
Alright also how much money did your first game make you?
not willing to disclose that but enough to fund the majority of this games development
alright can you disclose the development time it took for that game?
yeah i said it before, the prototype was made on Jun 27, 2021. it then released 3 Nov, 2022
I mean the earlier game
The one you released on steam
yes, that's the earlier game that i released on steam
Oh alright
White, it looks more scary than red
where do you get such amazing sound effects, if you dont mind me asking?
i haven't even put the sound in yet lollll but usually from paid soundpacks or artlist
wdym you havent added the sound yet? there are sfx in the videos you posted
yeah but they aren't very good
i haven't properly done any sound design for that section yet, that's tommorows job
it's all placeholder
only a few, the large majority are assets
where do you usually get them from?
i've answered this question probably like 15 times already but unity asset store, fab, sketchfab, cgtrader and turbosquid are my usual go to
polyhaven and ambientcg r also great for free textures
ah i use cgtrader a lot and sketch fab sometimes, but i can never find good nature assets that work with unity on there
do you resort to using only the unity asset store for nature stuff?
i made the wind a while back feel free 2 use it
pretty much yea, they're built for unity so they work best in unity
do you have any specific recommendations on good stuff that you've found?
not really just search for nature or forest and look for a while you'll find something
@jaunty kite also what is the easiest and best way to add graphics in unity?
?? what does this even mean
I mean shaders
shader graph but i mean u can just look it up
also 4 future reference i've answered most of these questions a bunch so if anyones ever curious for something scroll up and you'll probably find it, but i don't mind being pinged or dmed whatever, feel free
Alright
bro you are the most experienced horror game maker that I know of
alright
1.2k messages is crazy
@jaunty kite are u an indie dev or do u have a team (guessing a team since it looks insane)
it's just me
although like 1% of it is actually onscreen, it's mostly just the lights i did myself
?? google this bro don't ask me
@craggy flax I am assuming you are a child. This is a dev log stop spamming questions you can easily Google yourself.
yes but
I'm 15
wait that's not what i meant
mb i meant yea i will search it from now onwards
@jaunty kite how did u learn unity, ive been wanting to learn but dont know what to do
He has already answered this scroll up
!learn
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
i did mention this before, but to reiterate again i am self taught. i learnt through studying the documentation and YouTube tutorials. the Unity learn link is just above my message and that's also a great resource officially from Unity for Unity developers. over time, you will find your own workflow that suits you and you will be profficient in unity if you stick to learning.
also if anyone has questions that are less related to the game feel free to DM me instead of cluttering up the thread
anddd i made a twitter, check out if you'd like
ENTWINE is a terrifying upcoming psychological horror game. Face what you've buried — and pray it doesn't find you first.
Wishlist: https://t.co/AyVPZRlToU
#horror #HorrorCommunity #horrorgame
out of curiosity, how long did it take you to bake those lights?
those aren't baked, everything there is fully realtime. baking doesn't work well with foliage, especially at such a high density
majority of scenes are fully realtime lit
what is your average fps?
eh its kind of hard to judge, it varies from scene to scene and optimizations aren't properly done yet, but i've never dipped anywhere below 80~ish fps on ultra settings at 1080p. it runs on my macbook at 30fps @ 4k most of the time on ultra
i'll provide more performance info as optimizations are completed
It's #WishlistWednesday
ENTWINE is a terrifying upcoming psychological horror game — Run. Hide. But try not to scream, it might hear you.
Wishlist: https://t.co/AyVPZRllzm
#horrorgame #horrorcommunity
If I May ask, what did you use to make all of this? Because it looks SICK, i will 100% play it
in regards to software i used Unity HDRP for the engine, Visual Studio for my IDE, Steam Audio for binaural sound, blender for editing/modifing/creating models, photoshop for texturing, FL Studio for music and audio production, and DaVinci Resolve free for video editing. if u have any other questions feel free 2 ask
if you're interested by any means, wishlisting is a huge help
https://s.team/a/3108570
Damn thats very advanced lmao, yeah Im currently planning out making my own horror game, this is super good info. Thank you!
best luck w ur project brother
if u scroll up there's quite a lot of info that i'd hope would be helpful to a first time dev
It's not really a first time, i've made a game before (and still working on it)
However it is my first horror game, so i'll scroll up and see, thank you!
That level is freaking fire
i'm back 💆♀️
got controller support done, all captured on a ps5 dualsense controller
i haven't stopped at all, been working nonstop on the demo for nextfest
more updates coming soon, in the meantime, wishlisting helps me so much
https://store.steampowered.com/app/3108570/ENTWINE/
Immerse yourself in a rich narrative, with meticulously detailed environments, horrific monsters, intricate, challenging puzzles and slow-burn psychological horror inspired by the classics.
GAMEPLAY
Play as Lucas Hale, a retired police officer, as you find yourself picking up a paranormal investigation job. You've been told to explore the hou…
2025
I was not here for couple months but I still have your game on wishlist on steam
Can I have question?
About game development?
You making textures by yourself or using ready textures?
I looked for textures on ambient cg even 8K but they not look like I wanted they look
Wow bro this is crazy you just beating Unreal engine 5 with Unity 6 Great Work
sorry i haven't check here in a bit
mostly editing ready textures, combining them with eachother, overlaying some grunge and other effects in photoshop etc. i use ambientcg and polyhaven mostly
bro this graphics
trailer soon.
So proud of you! Been watching this log for a while now and seeing you get to a finished state is a huge motivator for me
Good luck!
Everyone wishlist on steam!!
umm a question
what are the system requirement of your game on pc
minimum and recommended
you do this along side school?
they are on steam, but they are subject to change.
yes
And what do you study in school? like comp science or some related subjects?
it should run easily on a 3050 laptop with 16 gb ram and i7 11th gen right?
yeah, definitely.
how do you find out the minimum requirements?
just estimations and comparing the game to other games that run similarly and seeing their min/req specs
Look awesome. Do you have a YouTube channel?
yes, but no videos yet
you did not answer my other question
Am I first subscriber?
How do the graphics look that good and u only need a gtx 970
requirements may be subject to change, will probably bump up the recommended slightly but minimum will most likely stay the same. the game is well optimized and quite linear; it's very easy for me to cull large amounts of geometry due to tight corners, darkness etc. also recommended specs would be playing on medium graphics as well.
(player movement speed increased for testing)
animation is great but in my opinion the rotation kind of ruins the experience
the environment offers for a lot of creative actions like it using the pillars as leverage to push itself forward etc
and naturally the lighting is very good
It may be exaggerated by the increased movement speed, but I agree with the sentiment
I agree. it’s on the todo list
great idea, will probably use it for a scripted scare instead bc it seems incredibly hard to implement with the ai
the push off idea?
yeah
you'd want to use the unity inverse kinematics
what i'd do is store all the pillar locations and when the monster is within of one
it finds the closest corner and sends the IK target for whichever arm is facing towards it to that corner
and then because the IK overrides unity animations you can just play a jump animation and itll (probabaly) look likes its pushing off the wall as the arm stays
yeah it does seem quite easy in theory but getting the transition perfect and such will be quite difficult and i am under a time contraint
but definitely something i will look into, i appreciate the feedback
why are you under a time constraint?
demo out soon
Do you plan on starting a proper game studio?
It's amazing what you achieved as a solo dev but gamedev is a job that requires a medium sized team to be able to make games effectively specially the kind of photoreal game you are making
iirc he is 16 I would assume he'd rather stick to being a single Dev. So shocking how a 16 year old made a horror game that looks like it was made by a studio.
how does he even get time for all that? when i was 16 half of my life was spent in school and studying at home + sleeping
is there any law in his country that prevents 16 year olds from starting a business?
umm how do you do global illumination in your game ? is it baked lightmaps?
is that unity's built in cloth system in your molotov or something custom made or from asset store
no, it's not something that i'm planning on, at least not for this game or the foreseeable future. i'm 16 & have a company set up legally for myself. i prefer to work alone, i don't enjoy collaborating with others, and for this project specifically, i see it more as a piece of art, and a reflection of myself. i feel the story, meaning and symbolism which i have tried desperately to craft will be lost if i begin outsourcing too much; i see delays as an unfortunate byproduct of my stubbornness and perfectionism, but i finally have enough content to have the demo almost finished. i will provide more updates, and a date will be announced properly soon.
i don't often use gi anymore, but when i do, it's all realtime. i use the old h-trace SSGI which is quite performant and easy to use. however most of the time it's just a direct light source and maybe a less intense point light on top to fake it
He litterally said he assumed he’d rather stick single dev, never said it was illegal
Ok
Wait he’s 16? DAMN THATS IMPRESSIVE
Majestic
When are you releasing it?
whenever it's done, most likely in the coming weeks. will be on GameTrailers & speaking to contacts to for an IGN upload
how did you get contacts for that 😲
He met a guy in a mysterious van in the alleyway
this looks awesome
something like that
all right, then. keep your secrets 🙃
Immerse yourself in a rich narrative, with meticulously detailed environments, horrific monsters, intricate, challenging puzzles and slow-burn psychological horror inspired by the classics.
GAMEPLAY
Play as Lucas Hale, a retired police officer, as you find yourself picking up a paranormal investigation job. You've been told to explore the hou…
2026
hit 2000 wishlists today, which isn't much, but again not bad for no trailer
wishlisting and spreading the game helps so much, and i promise the trailer is coming soon
I'm one of them 😁
NO FRIKIN WAY THATS UNITY
wip
i knew it
he's joking 😔
why are you lying?
He's talking about that unrecorded game which is indeed made in unreal engine 5.
isnt that from resident evil 7
oh, i thought he was talking about entwine 😲 my bad
this gives me re7 vibes ngl.
same from UI
I just went through your videos and have to say this is one of the most atmospheric horror games I have seen. Cannot wait to see where you take it. The evironments, the effects look extremely professional.
Coming after 3 months to check what changed
That graphics looks amazing
controller support, interaction system now fully done
This game is looking really good.
wow clean
is that done via a lerp to a gameobject position offset from the camera?
or did you instantiate a prefab
actually no it seems more like a lerp
very cool
👏
a lerp, the actual object is lerped to a position offset from the camera
fire bro
"The sins I have committed are eating at me."
ENTWINE is a slow, suffocating descent into the abstract; a rich narrative, meticulously detailed environments, unsettling creatures, intricate puzzles, and slow-burn psychological horror inspired by the genre’s most enduring classics.…
2026
updated the steam page
AAA looks game made by one legend
Cool game! I think you got inspiration from Resident Evil 7 a lot no?
It gives me this feeling
Is it Unreal Engine 5?
Also, you have made this on your own really?
If its solo work its incredible bro. How many years are you working on it?
unity
thankyou, yes, it's solo. i've been workshopping the concept since 2021, but the development of this new project started oct-nov 2024
Bro thats almost unbelievable 1 year of development and you have achieved so good graphics and really cool looking game. I really cannot believe you that this is Unity hahah or maybe its HDRP but really cannot believe.
What was your budget for this game btw because this also matters?
This really seems to be high budget project
Probably models everything you got.
I am working on a game 14 months with no budget with URP and I have only spent money for Steam Store Page like the 100$. OF course my game is not ready yet I have much work to do on the technical side like Lighting more Post-Processing effects and more and also I use low poly assets because of no budget.
Check how it looks like
But I am doing it for portfolio and experience so yeah even if my game wont go well I would really be proud of it.
Btw, we have started same period I have started the pre-production phase on July 2024 like creating the Game Design Document of my game and started working on it in September-October 2024
it's not. it doesn't have a set budget, i just purchase/commission assets when necessary.
Yes you have paid for the game right like I mean for high quality assets etc ?
Thats what I mean with budget that you afford money for the project
been following this for a while, hope it’s all going well
Did u make your character model yourself or did u get it commissioned?
i made it myself in cc4
Can we pee in this game?
A serious question. Did you ever felt limited in making the game as you were using unity over unreal?
Its like he has a light in front of his face
rarely. with the exception of a few, most of unreals features suffer from bloat and poor performance; i find unity more freeing. i feel i’m more limited that i don’t have access to top, high-quality and hand-authored assets. however, i still often envy lumen and the idea of having a real gi solution built into the engine
What are you using for this project ?
Ill tell you one better, you'll pee your pants irl as soon as you see the splash screen!
I saw someone making a Lumen alternative for Unity
Also in 6.3 they made a note of "Lighting tools gain XAtlas UV packing, a unified ray-tracing API, and early work on dynamic global illumination for the Universal Render Pipeline (URP)."
damn, does the "made with unity" splash screen have that kind of effect on people? 😄
I meant the custom horror splash screen he made. But, while you bring it up.. yes the made with unity splash screen has negative effect on many peoples feelings towards a game. People often assume a game will be trash since unity games get a bad impression from tons of people publishing crappy content, causing difficulty to see that there are actually very good unity games. Unreal engine is significantly more difficult to work with therefor not many unreal games get published except for those who did put a huge budget in. Just a example, we could say 5000 unity games get published in a year, but only 50 unreal games in a year. 10 unity games are good, 10 unreal games are good.
I know I am late to this post but this looks amazing! Is the game out?
Its not out
the demo comes soon
can you specify? if you're talking about gi, i'm not using any currently for this project. i haven't found anything that's consistently stable and performant enough. games like visage use purely direct lighting, so that's the current approach for now. i'm planning on experimenting with baked lights soon again though
i'm using unity 6, so i don't have to include the "made with unity" splashscreen thank god
it's not out yet, you can find more info on the store page. there's a demo coming out for Febuary Next Fest and i'm dropping a trailer soon enough
https://store.steampowered.com/app/3108570/ENTWINE/
"The sins I have committed are eating at me."
ENTWINE is a slow, suffocating descent into the abstract; a rich narrative, meticulously detailed environments, unsettling creatures, intricate puzzles, and slow-burn psychological horror inspired by the genre’s most enduring classics.…
2026
When did you create that steam page?
I am assuming a while ago, but just asking since it must have been active for 6 months to qualify
just about a year ago now
So you are using unity without any visual affects? How does it look AAA then?
yes. the base set of features in hdrp is enough to make a AAA looking game when combined with high quality assets and smart art direction
So all you’ve got is a spot light in ur scene and high quality assets?
😶
i use the base set of hdrp features without additional third party plugins, i use hdrps global volume system, post processing stack etc
for example, this is just two hdrp spot lights
Very nice
That's really all it takes. Regardless of pipeline and tools. The quality of models and lighting is super important.
To me the most impressive thing about this project is Max following through with the right processes, reaching out to sources, and having the full idea. When it comes to graphics, it really isn't as hard as it seems but many people overthink it at face value.
I'm proud to see someone especially at that young age put in the effort.
thankyou, but i'd disagree. the graphics are absolutely difficult to achieve, even harder than it seems. most of my time is spent creating environments, most of which are scrapped because they don't live up to the graphics standard.
I suppose it could depend on the conditions of what you need. Tossing in some megascans can speed it up
I wont argue with you on some scenes, i can see it getting tough for sure. Just saying in general, starting off with good models, textures, lighting will get you going fast.
Guys do not get trolled this guy has a huge budget for this game thats why it looks amazing except the time he spent working on lighting, visuals etc but this game is not 0 budget at all and he is kidding. This game maybe its in Unity but the guy has spend a lot of money on high poly quality assets and I see this from video clips and images he is posting.
I know how a 0 budget looks like
My game is 0 budget and I can really distinguish
I know its a huge risk sometimes to spent a lot of money on a specific project willing it will go well afterwards. Really if you have budget and can spend money on a project you have to do it if not staying on 0 budget makes sense but you wont find the same success just keep in mind this I am telling you. A game I think in order to have quality doesn't only requires time it also requires money so its not always about time its also about money you afford
This game really looks like Resident Evil 7 I dont know how the god he has tried to make so good visuals without paying, it doesn't make sense at all.
Plenty of similar models and textures can be found online free. Explore sources outside of unity asset store
If not free, it wouldn’t cost a fortune
I dont think so
I have searched CG Trader, Sketchfab, Unity Asset Store, Fab and they are all paid
There aren't high poly quality assets free out there at all
I am making an escape room game for College and I found models free on Unity, Sketchfab
And like some of my areas are almost empty
for example I dont have a kitchen
cuz its very hard to find something that fits with the theme
Assets must be consistent otherwise you break immersion and aesthetics of your game
I am not an Artist buts thats what I think
If you have an old wooden house for example and you add modern house interior props inside, it doesn't break the visual quality of your game?
Ive got a quick scene i made in an hour here: [#🏆┃daily-win message](/guild/489222168727519232/channel/1390716509638098995/p/1390719097091653813/#msg-1447742199642198157)
it’s quite flattering you think i’m “trolling” you; i have no incentive to lie about the project budget. i have never once claimed it is a “0 budget” project, but again, it is nowhere near a fraction of a AAA budget.
yes, from money i save, i buy assets from paid sites. this does not make the game high budget. i can’t afford to purchase the more expensive assets, and the reason i buy assets in the first place is because i don’t have the budget to commission artists.
i urge you: put some effort in, learn, try and iterate. over a few years, you will grow, and your art/games will look exponentially better. i have been doing this for 5 years now.
i’d also appreciate if you can stop flooding the thread with your theories about the project and just ask me in dm so i can keep this thread more focused on the games development itself
The vibe I'm feeling from you is just jealousy tbh. Jealous that someone who is wayy younger than you (iirc 14 years old) is single handley making a horror game that looks like it was made by a group of people.
Anyways move on. don't clutter his devlog!
i'm 16
@jaunty kite don't even reply to this kind of people, you're doing great Job i'm 37 years old developer, you have talent, i can see your touch, You're work is amazing , Buy assest invest don't listen, make your Game best way you can , Good job and Good Luck
Yes outstanding, keep up the work!
Awesome vid. I love the sharpness on the walls. Camera movement is natural, good job.
Can imagine hearing the footsteps in water and heavy breathing that echoes as you run!
wowww, 16 making ts? cool bro
you have future
promissing future
You haven't played bully? We could pee in it, a ps2 game. (Made by rockstar)
I dont think 3rd party plugins will ever match the quality of what unity themselves can make
I am using ssgi (in unity) and it's blurry mess it looks good only when camera is still
idk, have you looked at the messaging stuff in the new input system. Like I am pretty sure my libraries are better.
I am still using the old input system

The old one was nice. moved to the new one a while back, but making a custom one.
What is the difference
I use old one cause i didn't bother learning new one
@azure dune @light moth can you stop flooding the thread with off topic stuff. This is a Dev log.
realistic door mechanics
Got some footage? This is nice
He's supporting artists, acquiring their models, and showcasing them in his dedicated project. I think it's the perfect cycle for a modern developer; he's just focusing on game design.
Overall, there's a good technical achievement here, congratulations.
What’s this?
I'm assuming its a release date for a demo, he probably forgot to change 25 → 26
That’s what I was confused about, I know the release date is somewhere around there. The thing is I’d find it tough to mess up a number that’s only 6 digits and the only thing in the pic
oops
LOL
In that case, congrats.
demo out in 3 days
@jaunty kite tomorrow?
Feb 23 5AM Pacific
teaser trailer out within 24 hours
can`t wait
"The sins I have committed are eating at me."
ENTWINE is a slow, suffocating descent into the abstract; a rich narrative, meticulously detailed environments, unsettling creatures, intricate puzzles, and slow-burn psychological horror inspired by the genre’s most enduring classics.…
2026
Wishlist now before launch
!!!
There's no command called
!!.
where is the demo
@grizzled folio can you stop spamming is someones devlog like an idiot.
i cant pass these screen
did u try tap enter
That should be funny?
no i thought maybe he had enter input to pass the screen
Ok oh sorry, i maneged to do it , but the demo is damn broken
Demo is fixed now. Still a little rough around the edges, especially the opening, but no gamebreaking/large bugs.
I apologize greatly for the sub-par launch. The demo was rushed, very quickly, to make Steam Next Fest. I couldn't bring myself to disappoint you guys and delay it by another 6 or so months to wait for a later Next Fest.
**IMPORTANT NOTE:**__ The demo serves as the free prologue to ENTWINE, taking place directly before the events of the main game. It does not contain any direct content from the full game__
Enter the terrifying and gripping prologue to ENTWINE: Play as Ethan Miller, an independent investigative journalist who goes missing after investigating the Ander…