Hey everyone!
I wanted to share a proper devlog about where Late Night Manifest currently stands, what I’ve been building so far, and the design philosophy behind it. This is a small indie project, and I’m developing it step by step, trying to make sure every system feels meaningful and intentional.
1. World Structure: Levels, Environments, Regions
The game is built on a Level -> Environment -> Region hierarchy.
For example:
- A Level might be City
- Inside that level, there are multiple Environments like:
- Gas Station
- House
- Sewer
- Each Environment is divided into Regions, such as:
- Gas Station Entrance
- Back of the Gas Station
- Interior Rooms, etc.
Every region has:
- A
cameraPoint - A collider that defines its area
When the player enters a region, the camera instantly moves to that region’s cameraPoint, setting both its position and rotation. The game continues like this, with the camera dynamically adapting to where the player is. This system gives me very precise control over framing, atmosphere, and tension, very much inspired by classic survival horror games such as old Resident Evil.
2. Character Movement & Controls
The story and mechanics are not 100% locked yet, but the first and most critical system I focused on was character movement.
Classic Resident Evil games used what we call tank controls:
- You rotate the character using left/right.
- You move forward or backward based on the direction the character is facing.
- The character always moves “forward” relative to itself, not the camera.
This design had an important side effect: Even when the camera changed, the player wouldn’t suddenly walk in an unintended direction. It kept the experience consistent and deliberate.
In Late Night Manifest, I wanted to preserve that retro PSX-era feeling. Players can absolutely play the game in this classic tank-control style using a gamepad.
However, modern players often prefer 360-degree analog movement with a joystick.
So I decided to support both.
This required writing a few extra scripts and rethinking parts of the input system, but in the end, I managed to make it work:
- You can play with classic tank controls.
- You can also play with modern 360° joystick movement.
- The game feels natural in both modes.
This way, old-school fans can relive that nostalgic control style, while new players can jump in without friction.
3. Assets & Visual Direction
Around 80–90% of the assets I’m using come from Elbolilloduro -> https://elbolilloduro.itch.io
These assets are incredibly close to the world I want to create. They match the mood, scale, and PSX-inspired aesthetic perfectly.
What’s even better is that they sparked new ideas.
For example, I originally had no plan for an underground mine area. But after browsing Elbolilloduro’s assets, I suddenly wanted to build one. That’s how some of the world started to expand organically through visual inspiration.
4. Game Design Philosophy: Exploration First
At its core, Late Night Manifest is built around exploration, mystery and horror.
- Players will decide how to progress.
- Levels will have multiple paths.
- There will be branching routes and optional areas.
- I’m trying to keep these paths as flexible as possible.
My goal is for players to:
- Slowly uncover the story.
- Find easter-egg-like details.
- Create their own routes through the world.
- Feel like they are discovering something personal.
Instead of being pushed down a single corridor, I want players to wander, get lost, and piece things together in their own way.
5. Current State & Road Ahead
Right now, the project is about 10% complete.
I’m not in a rush to release it.
I want:
- The game to feel right to me.
- The design and story to have a unique flavor.
- Players to experience something memorable and different.
On social media, I’m sharing short videos every 2–3 days. The goal is to show the game to as many people as possible and slowly build awareness.
If you have any feedback, thoughts, or ideas, feel free to leave a comment. I’m always open to hearing what you think.
Thanks for reading, and see you in the next devlog. 🌙








