Ok, so the Dev report has been out for almost 2 weeks and hasn't made its way here. With how much some of us want to see how well this project develops, here it is... Don't hold your applause:
Dev Report, March 2025
New
31 March
Hello, friends!
The March Dev Report is here! Last month, I dedicated most of my time to building a new location - the AstroLink Section - while also adding small gameplay elements and refining existing features. There are a few exciting new mechanics in development, but since they’re still a work in progress, they won’t be included in this report just yet.
Let’s dive into what has been accomplished over the past month!
New Location: AstroLink Section
The purpose of the AstroLink Section on COLOS-class ships has always been somewhat shrouded in mystery. On the surface, its personnel handle routine tasks such as resolving terminal issues and registering new system users. However, behind the scenes, they are heavily involved in the research and development of cutting-edge technology, leading many to perceive AstroLink as a high-tech laboratory.
This section is also responsible for data encryption and archiving, which is why the Encryption Tunnel exists - a massive room with a quantum computer at its core.
Few people know that the ASTRA AI was developed by AstroLink Corp. In fact, AstroLink specialists are the original architects of many systems integrated into nearly all human technology. As a result, players exploring this area may come across valuable devices that could prove useful in various situations.
Here are a few screenshots of the completed areas within the new location:
Main Character Mesh Disappearance
While developing new content, I also took the time to refine existing features. Many players pointed out that when the camera got too close to the character model, they could see inside the mesh, which looked quite strange.
To address this, I’ve implemented a system where the character’s material gradually fades out as the camera moves too close.
Smooth Camera Collision Handling
Speaking of the camera, another major improvement has been made! Previously, players might have noticed the camera abruptly "snapping" when colliding with objects, which was especially noticeable when passing through doorways.
Now, the camera detects when it’s about to touch an environmental mesh and smoothly adjusts its position, creating a much more natural movement.
New Enemy: Lotus
As I’ve mentioned before, Parasite Inside isn’t designed as a traditional "see enemy – shoot enemy – kill enemy" type of game. Instead, it’s more puzzle-oriented.
Lotus follows this philosophy, introducing a unique mechanic that will require players to think outside the box to either eliminate or bypass it. I’ll provide more details on this enemy in a separate post soon!
New Outfit: AstroForge ERT Light
Many players enjoyed the ERT suit introduced in the last update, so I’m currently working on a lighter variation - the AstroForge ERT Light. This version is designed for team members who require greater freedom of movement while maintaining protection.
New 3D Assets
As always, I’ve created a variety of new 3D assets to bring the AstroLink Section to life. These assets will be used extensively throughout the new location, enhancing environmental storytelling and world-building.
What’s Next?
Next month, my focus will be on polishing the new location, implementing puzzle logic, and developing the Flesh-BOX system.
Let me know your thoughts in the comments, and stay tuned for more updates!
Best regards,
Kodman