As before, it's been about two weeks since it's release... So here's the April Dev report:
Hello dear supporters!
As usual, it’s the end of the month — which means it’s time for another dev report on Parasite Inside.
April was a month of strong progress, both in terms of content and collaboration. I’ve begun working with a professional level designer from a well-known AAA studio, whose advice is already helping improve both older and upcoming areas of the game. I'm also currently in talks with a freelance animator to help raise the quality of animations across the board. Meanwhile, the artist whose work you saw in the February Dev Report is hard at work redrawing and replacing the game's 2D art, and it's turning out great.
None of this would be possible without your continued support. Thank you for believing in this project and helping it grow!
Locations
In last month’s report, I mentioned that the AstroLink Section was nearly complete — but as often happens in game development, plans shift. While polishing the area, I introduced a new puzzle mechanic, which required expanding the location with a few new rooms.
I also added a shortcut between the Power Core and Main Laboratories to improve exploration flow and backtracking comfort.
New Puzzle Mechanic: FlashBox
The long-awaited FlashBox device is now complete. It will be used not only for progressing the main story, but also for unlocking optional loot containers and accessing restricted terminals. A dedicated post will be published soon with detailed info on how the system works and how to use it.
Loot Containers
To support the FlashBox mechanic, I’ve added a system of lockable loot boxes. These contain useful consumables — and possibly more in future updates. Accessing them adds an extra layer of decision-making and reward to exploration.
Camera Focus System
One of the features I’ve wanted since the early days of development is finally here — camera focus triggers. This allows the camera to subtly guide the player’s attention toward key objects or events during gameplay or after cutscenes. It improves the experience without breaking immersion, and adds a more cinematic feel.
New 3D Characters
I won’t spoil anything — but those of you who follow the devlogs and lore closely will probably recognize a few hints from the new character models.
New Outfit: AstroForge ERT Light
The new suit for Oni is finished. It maintains freedom of movement while emphasizing her figure — sleek, efficient, and stylish. Just what you’d expect from ERT personnel.
New VFXs
Since the AstroLink section is a technical facility, it only makes sense that it's full of sparks, electrical surges, and environmental hazards. I've started adding more dynamic elements to the environment — without compromising performance.
Cutscenes
I’m nearly done with the core cutscenes for the next story segment. Only a few scenes remain — such as the shower and respawn sequences. These will be finished soon.
New Background Logs
Nine new background logs and emails have been written and integrated for the next update. These help flesh out the world, hint at past events, and deepen the lore surrounding COLOS-8 and its crew.
Next month will be focused on polishing and wrapping up all final elements for the release of Update 0.3.5 for Early Access tier supporters. The finish line is in sight!
Thank you all once again for your patience, feedback, and support. You make this journey possible.
With gratitude,
Kodman