I’ve just released version 0.3 of When The Mud Came, and this one is more of a chunky systems update rather than a big content drop.
Up until now, a lot of the game logic was fairly bespoke. Interactions were mostly limited to reading objects, the “quest” flow was basically hard-coded endgame logic, and notifications were handled by a couple of separate one-off systems. It all worked, but it wasn’t something that would scale very well as the game grows.
v0.3 is where I stepped back and reworked those foundations.
The interaction system has been rebuilt so interacting with the world isn’t just about reading text anymore. Interactions can now trigger different effects like toggling lights, playing animations, transitions, particles, and one-shot interactions. These are already live in the demo and help make the world feel more reactive and alive.
Alongside that, there’s now a proper quest system in place. The old hard-coded endgame flow has been replaced with a generic framework built around tasks, conditions, and sequences. Right now it’s driving the main endgame and one small side quest. The map is still pretty small, but the idea is that this gives me a solid base to build proper questlines and side content later without rewriting everything again.
Finally, the notification system has been unified. Instead of having separate popups for secrets, startup messages, and so on, there’s now a single notification system that any interaction, quest, or game event can hook into. It’s more consistent from a player point of view and a lot cleaner under the hood.
So v0.3 is less about “lots of new stuff to do” and more about setting the game up so future updates can add content, story, and interactions without things getting messy. The build, devlog, and video are all live now if you want to check it out.
Download & Play: https://brazenbraden.itch.io/when-the-mud-came
Itch DevLog: https://brazenbraden.itch.io/when-the-mud-came/devlog/1352278/build-03-quest-int...
Full Blog Post: https://www.brazenbraden.com/whenthemudcame/2026/02/09/v0.3-interaction_and_ques...
As always, feedback is very welcome.

P.S Added a couple QoL features too. There is now a new setting to have the power washing always spray regardless if its targeting a valid surface or not, and the crosshair now changes from white to red if not targeting a valid surface.


