With version 0.2 released as our current playable prototype, a few of you have asked: Will development continue until "Version 1.0"?
Before I answer that, I want to pull back the curtain and tell you about the features that were planned but never made it into the final build when the Game Jam clock ran out.
A. The biggest cut was Branching Paths.
Technically, the system is already built for this. The streamer follows a set list of waypoints, and the code allows us to swap that list mid-game based on your input.
We actually designed a "Chicken Out" ending, where if you trigger the right words, the Streamer realizes the mansion is too dangerous. He would say something like, "My stream money is useless if I’m dead," and decide to go home early. A "Good Ending" where h…
With version 0.2 released as our current playable prototype, a few of you have asked: Will development continue until "Version 1.0"?
Before I answer that, I want to pull back the curtain and tell you about the features that were planned but never made it into the final build when the Game Jam clock ran out.
A. The biggest cut was Branching Paths.
Technically, the system is already built for this. The streamer follows a set list of waypoints, and the code allows us to swap that list mid-game based on your input.
We actually designed a "Chicken Out" ending, where if you trigger the right words, the Streamer realizes the mansion is too dangerous. He would say something like, "My stream money is useless if I’m dead," and decide to go home early. A "Good Ending" where he survives by quitting!
Why was it cut?
While the code was easy, writing the branching dialogue and designing the alternative paths required time we didn’t have. So, we stuck to a linear horror coaster for the prototype.
****B. The Missing Lore (Dr. Heinrich & The Red Door)
In Version 0.2, if you trigger the "Mannequin" interaction, the streamer mentions: "There’s writing on the side: Dr. Heinrich Property."
This wasn’t random flavor text. There is a deep history here that we didn’t have time to fully implement. There is a web of connections involving The Red Door, year 1959, Bearskin Poster, Family Photo, and "The Thing" that reject the Streamer presence there.
We designed the narrative as a collision between two timelines:
- The Mansion, The Bitter Past: A place of frozen tragedy, anchored by the "Bearskin Poster," the "Family Photo," and the entity that haunts the halls.
- The Streamer, The Ignorant Present: He represents the modern world. Loud, cynical, and trying to monetize fear.
The Red Door is the friction point. It is the rumor that brings the Streamer there, the mechanism that forces the Present to confront the Past.
That is why the mechanics are split:
- Chat Topics: Unlock the Streamer’s backstory (Who is he? Why does he need the money? Who is Nighthound?).
- Labeled Items: Uncover the Mansion’s history (Who was Dr. Heinrich? What happened in 1959?).
My goal was to have you, the Chat, piece together how the Streamer’s personal desperation led him to disturb a much darker, older desperation inside that mansion.
So... Will Development Continue?
YES. Branching points and Narrative update will come into next update. But, now that Toge Greenhouse is over, our team is back to working full-time on major titles like Kriegsfront Tactics and Whisper Mountain Outbreak. This means Project Subathon is now officially a "Weekend Project." I cannot promise when the next update will drop. It might be in two weeks, it might be in a month. But I promise that I will chip away at it every Saturday and Sunday until the vision is complete.
Thank you for playing, thank you for your patience, and stay tuned for the next notification.