#ENTWINE - Atmospheric Horror Game

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novel basalt
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how did you get such realistic texture packs?

wraith nymph
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Whats your target texel density? It looks very good

jaunty kite
wraith nymph
jaunty kite
wraith nymph
jaunty kite
wraith nymph
jaunty kite
jaunty kite
jaunty kite
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demo character model

jaunty kite
stuck tulip
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how much spent on models now? 😭

jaunty kite
red sail
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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?

clear geode
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are u still using cookies in ur lights ?

jaunty kite
charred ermine
# jaunty kite

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

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the one u have right there looks good, where u find that model anyway ?

jaunty kite
jaunty kite
jaunty kite
calm shoal
# jaunty kite

fire maybe they should go faster when the player is near

stuck tulip
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and make them run towards the player

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or away

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or neither all 3 are good

limber axle
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This looks fucking amazing dude, hope it never stops being worked on UnityChanThumbsUp

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although I have some questions, will it be a fully story-driven game?

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And mentioning the fact it is gonna be a horror game, what will haunt and/or attack the player?

jaunty kite
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@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 ...

Release Date

2025

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(steam page is a little outdated, i'll update it tonight.)

limber axle
visual aspen
jaunty kite
jaunty kite
light moth
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400 gb? How?

charred ermine
cedar flame
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but also i saw somewhere he changed everything to hdrp

light moth
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is their any difference in static and realtime quality and performance wise

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are those assets made hand made, also are you alone or have a team

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your game looks realistic, can i acheive such graphics in unity as a solodev

fair glacier
# light moth 400 gb? How?

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

jaunty kite
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The built game files are only like 13GB the last time I checked.

jaunty kite
jaunty kite
# light moth is their any difference in static and realtime quality and performance wise

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.

modern perch
modern perch
# jaunty kite 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?

jaunty kite
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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.

modern perch
modern perch
jaunty kite
# modern perch 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.

modern perch
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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.

jaunty kite
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4 years, before and after:

modern perch
modern perch
jaunty kite
modern perch
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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.

jaunty kite
# modern perch I'm also really curious about the gameplay videos of this game, I hope it comes ...

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.

modern perch
jaunty kite
scarlet geode
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What is your target game size for this project?

jaunty kite
jaunty kite
cloud yacht
jaunty kite
cloud yacht
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Fair

light moth
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when will you release your game

cloud yacht
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When its ready i would say

jaunty kite
scarlet geode
jaunty kite
scarlet geode
# jaunty kite

Yoo, the graphics was so impressive. Are you making this alone?

light moth
stuck tulip
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the money you have now is useless right?

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you're only going to get older might as well just die now

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L mentality

jaunty kite
fleet terrace
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How you learned to make games like that?

fleet terrace
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where will be demo version?

charred ermine
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oh yea ur devlog was missing i couldnt find it here since some weeks i thought u removed it

jaunty kite
# fleet terrace How you learned to make games like that?

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

jaunty kite
jaunty kite
# charred ermine FPS u getting ?

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

jaunty kite
jaunty kite
charred ermine
charred ermine
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oh okay

jaunty kite
uncut pumice
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Wow!

jaunty kite
jaunty kite
ionic kraken
jaunty kite
ionic kraken
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Dayum

jaunty kite
jaunty kite
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working on the trailer, will hopefully be out soon

analog spear
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Do you have a price estimate in mind?

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Looks good btw.

wide sleet
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how do you achieve these graphics wah

jaunty kite
jaunty kite
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nah the secret is in the composition of the scene and the lighting

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lighting makes all the difference

analog spear
jaunty kite
timid heron
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the defaults out of the importer appear to be a bit off, but yours looks good

jaunty kite
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Scattering color is E08F82

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and here is the Transmission Tint

jaunty kite
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just rewrote a lot of the story and i really cannot wait to release this game

round wigeon
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I cant wait to play it!

jaunty kite
round wigeon
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is it possible to get your graphical style self made or atleast without a cost

warm hill
# jaunty kite probably $15USD

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.

jaunty kite
jaunty kite
round wigeon
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oh ok

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how do you build up hype for the game

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so when it comes you make profit and revenue eventually

jaunty kite
warm hill
shell panther
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I hope it's like 1,000^2,000 times better

jaunty kite
# shell panther 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.

shell panther
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I can’t motivate myself to work on a project that long…

jaunty kite
charred ermine
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was working on the cloth system, wondering have u ever done it ?

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unity cloth looks pretty hard to work with tbh i hate the results

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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

shell panther
charred ermine
jaunty kite
jaunty kite
jaunty kite
shell panther
charred ermine
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It's from the creator kinemation.

wild stirrup
charred ermine
round wigeon
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is the tv sreen like a video playing? How did you go about making the lighting and everything for this?

jaunty kite
gleaming kindle
tropic umbra
tropic umbra
jaunty kite
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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.

charred spindle
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Zamn

jaunty kite
warm hill
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Very nice. Easy to understand aswell.

olive knoll
# jaunty kite

What tricks do you use to make your camera/game look that good?

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I'm on URP, but i'm sure i could find a way.

jaunty kite
# olive knoll What tricks do you use to make your camera/game look that good?

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".

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thank you all for sticking with me for over two years.

release date trailer will be out in the coming weeks.

charred spindle
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I can’t believe you’re the same age as me and making something that looks AAA

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Me and my 2d tower defense card game 😭

void oracle
charred spindle
olive knoll
jaunty kite
jaunty kite
# charred spindle I can’t believe you’re the same age as me and making something that looks AAA

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.

jaunty kite
void oracle
jaunty kite
void oracle
void oracle
jaunty kite
jaunty kite
charred spindle
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of course, my skillset is very different from op here, but we seem to be in a similar situation

void oracle
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So it's hard for me to just work on projects as I have no idea how to implement whatever I'm doing

charred spindle
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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.

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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

void oracle
jaunty kite
# void oracle Yes but there are just some things I don't know how to implement and I don't wan...

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.

tropic umbra
# jaunty kite

Awesome, but i feel like the subtitles needs to be bigger. Or maybe a subtitle size options in the settings

jaunty kite
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finishing up parts of the trailer, which thumbnail is the best?

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(obviously just a quick edit, ignore video lengths, views and dates)

jaunty kite
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nvm decided

void oracle
tropic umbra
young stirrup
jaunty kite
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announcement trailer this month

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demo june

charred spindle
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Yay!

jaunty kite
limber river
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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…

Price

$9.99

▶ Play video
jaunty kite
# limber river Hi I was just wondering what this was https://store.steampowered.com/app/1734540...

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.

jaunty kite
limber river
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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

jaunty kite
limber river
wild stirrup
jaunty kite
round wigeon
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How long did it take you to develop puppeteers?

jaunty kite
round wigeon
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dang just one day? what did it consist of and what did you decide to add after that

jaunty kite
jaunty kite
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failing a million times and learning from each mistake

craggy flax
jaunty kite
craggy flax
jaunty kite
craggy flax
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Realistically

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How long this game has been in development

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And also is the trailer released on yt?

jaunty kite
# craggy flax How long this game has been in development

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

jaunty kite
craggy flax
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Have you used any ai help?

jaunty kite
craggy flax
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Thanks for replying to all my questions

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@jaunty kite btw for your first game did you have unity paid version?

jaunty kite
craggy flax
jaunty kite
craggy flax
jaunty kite
craggy flax
jaunty kite
craggy flax
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The one you released on steam

jaunty kite
craggy flax
jaunty kite
jaunty kite
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white or red better? all audio is wip

visual aspen
open owl
# jaunty kite

where do you get such amazing sound effects, if you dont mind me asking?

jaunty kite
open owl
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wdym you havent added the sound yet? there are sfx in the videos you posted

jaunty kite
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i haven't properly done any sound design for that section yet, that's tommorows job

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it's all placeholder

open owl
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oh lol i really like what you have so far

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do you make the models yourself?

jaunty kite
open owl
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where do you usually get them from?

jaunty kite
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i've answered this question probably like 15 times already but unity asset store, fab, sketchfab, cgtrader and turbosquid are my usual go to

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polyhaven and ambientcg r also great for free textures

open owl
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do you resort to using only the unity asset store for nature stuff?

jaunty kite
jaunty kite
open owl
jaunty kite
craggy flax
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@jaunty kite also what is the easiest and best way to add graphics in unity?

craggy flax
jaunty kite
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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

craggy flax
topaz coral
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1.2k messages is crazy

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@jaunty kite are u an indie dev or do u have a team (guessing a team since it looks insane)

craggy flax
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comissioned?

jaunty kite
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although like 1% of it is actually onscreen, it's mostly just the lights i did myself

craggy flax
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also how do you fullscreen unity

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@jaunty kite

jaunty kite
craggy flax
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nor does M

jaunty kite
void oracle
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@craggy flax I am assuming you are a child. This is a dev log stop spamming questions you can easily Google yourself.

craggy flax
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I'm 15

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wait that's not what i meant

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mb i meant yea i will search it from now onwards

topaz coral
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@jaunty kite how did u learn unity, ive been wanting to learn but dont know what to do

void oracle
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!learn

junior juncoBOT
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:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

craggy flax
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hey

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@void oracle

jaunty kite
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also if anyone has questions that are less related to the game feel free to DM me instead of cluttering up the thread

jaunty kite
open owl
# jaunty kite

out of curiosity, how long did it take you to bake those lights?

jaunty kite
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majority of scenes are fully realtime lit

open owl
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what is your average fps?

jaunty kite
# open owl 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

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i'll provide more performance info as optimizations are completed

robust bone
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If I May ask, what did you use to make all of this? Because it looks SICK, i will 100% play it

jaunty kite
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if you're interested by any means, wishlisting is a huge help
https://s.team/a/3108570

ENTWINE is a terrifying first person psychological horror game. Explore horrifically detailed environments in a hand-crafted and story-driven campaign as you uncover the story of Lucas Hale. Run. Hide. But try not to scream, it might hear you.

robust bone
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Damn thats very advanced lmao, yeah Im currently planning out making my own horror game, this is super good info. Thank you!

jaunty kite
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if u scroll up there's quite a lot of info that i'd hope would be helpful to a first time dev

robust bone
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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!

jaunty kite
prisma bear
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That level is freaking fire

jaunty kite
jaunty kite
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got controller support done, all captured on a ps5 dualsense controller

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i haven't stopped at all, been working nonstop on the demo for nextfest

jaunty kite
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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…

Release Date

2025

jaunty kite
fleet terrace
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I was not here for couple months but I still have your game on wishlist on steam

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Can I have question?

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About game development?

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You making textures by yourself or using ready textures?

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I looked for textures on ambient cg even 8K but they not look like I wanted they look

tepid hare
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Wow bro this is crazy you just beating Unreal engine 5 with Unity 6 Great Work

jaunty kite
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sorry i haven't check here in a bit

jaunty kite
fleet terrace
jaunty kite
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trailer soon.

charred spindle
# jaunty kite 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

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Good luck!

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Everyone wishlist on steam!!

light moth
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umm a question

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what are the system requirement of your game on pc

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minimum and recommended

jaunty kite
jaunty kite
light moth
# jaunty kite yes

And what do you study in school? like comp science or some related subjects?

light moth
wild stirrup
jaunty kite
void oracle
light moth
fleet terrace
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Am I first subscriber?

topaz coral
jaunty kite
# topaz coral 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.

jaunty kite
jaunty kite
stuck tulip
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the environment offers for a lot of creative actions like it using the pillars as leverage to push itself forward etc

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and naturally the lighting is very good

charred spindle
jaunty kite
jaunty kite
jaunty kite
stuck tulip
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you'd want to use the unity inverse kinematics

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what i'd do is store all the pillar locations and when the monster is within of one

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it finds the closest corner and sends the IK target for whichever arm is facing towards it to that corner

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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

jaunty kite
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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

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but definitely something i will look into, i appreciate the feedback

wild stirrup
jaunty kite
jaunty kite
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okay not soon

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soon enough

light moth
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Do you plan on starting a proper game studio?

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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

void oracle
light moth
light moth
light moth
light moth
jaunty kite
# light moth Do you plan on starting a proper game studio?

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.

jaunty kite
jaunty kite
topaz coral
errant crane
jaunty kite
errant crane
jaunty kite
jaunty kite
void oracle
jaunty kite
wild stirrup
void oracle
coral sundial
#

this looks awesome

jaunty kite
wild stirrup
jaunty kite
#

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…

Release Date

2026

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hit 2000 wishlists today, which isn't much, but again not bad for no trailer

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wishlisting and spreading the game helps so much, and i promise the trailer is coming soon

fallen merlin
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NO FRIKIN WAY THATS UNITY

charred spindle
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It’s unreal engine 5

jaunty kite
fallen merlin
wild stirrup
open owl
void oracle
turbid gust
wild stirrup
turbid gust
visual aspen
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same from UI

jaunty kite
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heavy work in progress - new demo character model

frosty shuttle
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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.

fleet terrace
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Coming after 3 months to check what changed

fleet terrace
jaunty kite
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first pass vs final

jaunty kite
#

controller support, interaction system now fully done

glacial jackal
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This game is looking really good.

jaunty kite
regal coyote
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is that done via a lerp to a gameobject position offset from the camera?

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or did you instantiate a prefab

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actually no it seems more like a lerp

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very cool

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👏

jaunty kite
jaunty kite
#

"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.…

Release Date

2026

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updated the steam page

thick nebula
pale monolith
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Cool game! I think you got inspiration from Resident Evil 7 a lot no?

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It gives me this feeling

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Is it Unreal Engine 5?

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Also, you have made this on your own really?

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If its solo work its incredible bro. How many years are you working on it?

jaunty kite
jaunty kite
pale monolith
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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.

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What was your budget for this game btw because this also matters?

pale monolith
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Probably models everything you got.

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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.

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Check how it looks like

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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.

pale monolith
jaunty kite
pale monolith
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Thats what I mean with budget that you afford money for the project

viscid shadow
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been following this for a while, hope it’s all going well

uneven linden
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Did u make your character model yourself or did u get it commissioned?

jaunty kite
light moth
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A serious question. Did you ever felt limited in making the game as you were using unity over unreal?

light moth
jaunty kite
loud harbor
hallow stratus
azure dune
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I saw someone making a Lumen alternative for Unity

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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)."

wild stirrup
hallow stratus
# wild stirrup damn, does the "made with unity" splash screen have that kind of effect on peopl...

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.

exotic hearth
hallow stratus
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the demo comes soon

jaunty kite
# loud harbor What are you using for this project ?

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

jaunty kite
jaunty kite
# exotic hearth I know I am late to this post but this looks amazing! Is the game out?

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.…

Release Date

2026

hallow stratus
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I am assuming a while ago, but just asking since it must have been active for 6 months to qualify

jaunty kite
loud harbor
jaunty kite
loud harbor
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😶

jaunty kite
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for example, this is just two hdrp spot lights

loud harbor
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Very nice

hallow stratus
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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.

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I'm proud to see someone especially at that young age put in the effort.

jaunty kite
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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.

hallow stratus
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I suppose it could depend on the conditions of what you need. Tossing in some megascans can speed it up

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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.

pale monolith
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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.

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I know how a 0 budget looks like

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My game is 0 budget and I can really distinguish

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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

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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.

hallow stratus
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If not free, it wouldn’t cost a fortune

pale monolith
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I have searched CG Trader, Sketchfab, Unity Asset Store, Fab and they are all paid

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There aren't high poly quality assets free out there at all

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I am making an escape room game for College and I found models free on Unity, Sketchfab

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And like some of my areas are almost empty

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for example I dont have a kitchen

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cuz its very hard to find something that fits with the theme

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Assets must be consistent otherwise you break immersion and aesthetics of your game

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I am not an Artist buts thats what I think

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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?

hallow stratus
jaunty kite
# pale monolith Guys do not get trolled this guy has a huge budget for this game thats why it lo...

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.

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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

void oracle
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Anyways move on. don't clutter his devlog!

grizzled folio
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@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

tranquil violet
hallow stratus
# jaunty kite

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!

thick nebula
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you have future

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promissing future

light moth
light moth
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I am using ssgi (in unity) and it's blurry mess it looks good only when camera is still

azure dune
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idk, have you looked at the messaging stuff in the new input system. Like I am pretty sure my libraries are better.

light moth
azure dune
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The old one was nice. moved to the new one a while back, but making a custom one.

light moth
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I use old one cause i didn't bother learning new one

void oracle
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@azure dune @light moth can you stop flooding the thread with off topic stuff. This is a Dev log.

jaunty kite
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realistic door mechanics

loud harbor
jaunty kite
faint venture
#

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.

hallow stratus
void oracle
hallow stratus
hallow stratus
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In that case, congrats.

jaunty kite
jaunty kite
jaunty kite
#

demo out in 3 days

jaunty kite
grizzled folio
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@jaunty kite tomorrow?

jaunty kite
#

teaser trailer out within 24 hours

grizzled folio
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can`t wait

jaunty kite
jaunty kite
#

"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.…

Release Date

2026

#

Wishlist now before launch

errant crane
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🔥

jaunty kite
grizzled folio
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2 hours remain for the deomo?

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on steam?

grizzled folio
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!!!

somber drumBOT
grizzled folio
#

where is the demo

jaunty kite
#

about 3

grizzled folio
#

You said at 5 am

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PM please

void oracle
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@grizzled folio can you stop spamming is someones devlog like an idiot.

grizzled folio
#

Move on

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I can take feedback, but insults aren’t necessary

grizzled folio
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i cant pass these screen

visual aspen
grizzled folio
visual aspen
grizzled folio
jaunty kite
#

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…