Hello, hello, hello.
I've been working on several areas that I had committed to improving. As always, I've split everything into sections so you can jump straight to whatever interests you most.
Additions and Improvements
- Added blood effects for the player.
- Added gameplay mechanics tied to blood: enemies can now feed on the blood they extract from you in combat or on blood left on the ground.

- Added 6 new enemy animations.
- Improved the enemy animation system. Previously it was fairly simple and static; now I've rebuilt it around rotational logic to create more natural and emergent behavior.
- Created a new enemy variant with a more aggressive and violent behavior pattern.
- These enemies are independent entities, not linked to the Hunting Director, and act according to their own internal logic rather than global stimuli.
- Created the firing animation for the STG-44.

- Adjusted the STG-44 magazine to properly match the reload animation.
- Fine-tuned the transition timings between hip fire and aiming down sights.
- Reworked the in-game perk information system for the helmet perks (Recon and Shock).


Thoughts
For now, these are mostly small and scattered improvements, but I believe it's these small pieces that eventually come together to build something greater.
I still haven't completed the redesign of the second gameplay area because I want to carefully rethink how players will interact with it.
The core mechanic is already implemented: following a trail of breadcrumbs to reach a shelter and reduce accumulated pressure. However, I'd like to add something more original and deeper. My goal is for the extraction journey to include two or three macro-gameplay mechanics that reward the player mentally and strategically, rather than only through immediate sensory feedback.
Technical Side
Nothing particularly noteworthy this week.
I have been touching many different areas of the project simultaneously, and the technical complexity is becoming fairly significant, which means every change carries a certain implementation and maintenance cost.
That said, we're not exactly building a network of atomic-memory AIs in a garage somewhere in Turkmenistan.
Thank you very much for reading, beautiful people
🐄🧡
https://coyrestaurado.itch.io/rattenkorps-example