August Development Report



Hi! Finally, I switched to a newer version of the engine, which allowed me to start working on the visual component of the game. One of the main innovations is the updated facial animations and the emotion system. And just for this, I decided to record a video with a demonstration, and a list of the most interesting changes:

Global Changes:

  • The transition to a newer version of the engine has been made;
  • Settings: Changing the quality of Graphics now automatically changes the quality of shadows, the range of their drawing and the volume fog (disabled on Low);


  • Settings (Interface): Updated Visual: Fonts, section selection (General, Controls, Graphics) and updated sliders;
  • The day/night change is configured in the game: a smoother transition from day to night is implemented, clouds are added, the starry sky is configured;


  • The water has been replaced with an updated version. An underwater effect has also been added;



  • The notification system has been updated (Small): The font size has been increased and the position on the screen has been slightly changed. The notification icon now changes depending on the content. The notification text has also been changed (shortened) in places;


  • Added Stackable Notifications;
  • Added animations of the NPC's eyes and body in the dialogue;


Minor changes:

  • Fixed the interface display in cutscenes: removed the cursor display, made a smoother interface display when switching from the act to the game;
  • Added the ability to pause the game in cutscene mode;
  • Improved Asset settings in the Graphics Preset. This gave an increase in FPS of ~15%;
  • Added adaptability to the light of the Main Character's eyes;
  • Fixed a logical error: Alice now says the name of the village in the start dialog, so that it can be used in a future quest;
  • The Agility attribute now affects the speed of picking up items and collecting plants;

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