Posted November 18, 2025 by Aden (Axio)
I’ve spent this week diving headfirst into worldbuilding for the game, and it all started with a simple goal: figure out why the derelict station even exists. That led me to create a full lore document, beginning with the Omnivium, once a secretive Ligray research megastructure disguised as a mining hub, now a shattered zoo-prison turned alien nest. From there, the narrative spiraled outward: the tragedy of the Ligray’s experiments on “Specimen Zero,” the birth of the Ossiarian hivemind, and how their relentless evolution transformed the station into a living crucible. I also fleshed out the player’s role as a hardened, silent bounty hunter who becomes partially bonded to the parasite rather than consumed by it. What started as a few scattered ideas quickly became a foundational lore pass, giving me a clearer sense of the game’s tone, threats, and the strange, broken world the player is about to step into. I have also begun to playtest the game as a whole to make sure the game can be played start to finish, and while that is not quite the case yet the majority of the game is now fully playable
This weekend was spent trying to see what meshes, if any, needed to be optimized for the sake of gameplay ease as well as some minor playtesting.
What this amounted to was finding landscape areas that, while being barely visible on most machines, were amounting to an extra 2 million tris. The models were then optimized and brought down to roughly 5k / mesh.
QOL Playtesting Notes:
Tutorials broken, only displaying white background and minimal text (pictures in discord already)
No indicator of when the stim pack is ready to be used.
How does the player remove their mutation??
This week I worked on:, adding the unlocking doors to level, (had to create new blue prints in order to do this) Player can no longer progress unless they use the puzzle. Moved the Zub 1 so that the intro dialogue can play, hid checkpoints and disabled their collision so player does not get stuck, added a light to a key area for visibility. Repositioned Zub 2 so that the player is more likely to hit them. Made it so that doors to the power room will close and lock so that the player is unable to return to this section once they get the grapple.
Playtesting:
I placed the tutorial spaces around the map level where I believe there should be tutorials. The places I added them are at the very start explaining the base controls, on the abilities to explain how the newly unlocked abilities work, by the first biolock door (we may need to figure out a way to destroy or label two tutorial spaces of the same type to allow tutorials in two different areas in case the player gets to a different one first. That way they always see the tutorial the first time but won’t see it a second time), and another one right by the first enemies on the level. The tutorial zone by the first enemies in the Dam shows the walk or run tutorial. This is intentional for now as I’m waiting for the programmers to make additions to the tutorial data table to include a tutorial for sneak kills. I’ve made a list of tutorials the player may need that the programmers and artists are able to see. I’ve also deleted the kill floor right in front of the Echo Lure unlock.