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Post news Report RSS Open Sewer Devblog #1

During this summer progress with 'Open Sewer' has been steady — despite the scorching heat — we've been working on some basic gameplay features, such as: character creation, character needs system, crafting, farming, dialogue system, day/night cycle and many other features and functions we've been doing what I have already forgotten of.

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During this summer progress with 'Open Sewer' has been steady — despite the scorching heat — we've been working on some basic gameplay features, such as: character creation, character needs system, crafting, farming, dialogue system, day/night cycle — as some of you may have already seen the looping gif we posted a while ago — and many other features and functions we've been doing what I have already forgotten of. These features are starting to be functional, excluding need of adjustment and polishing.

The character system we have been working on is pretty complicated with multiple long-term effects on gameplay.


Well, uh, first of all, player starts with an alcohol addiction — or shroom addiction, as it's hard to differentiate those two from local drinks — and it won't be an easy task to struggle free from those substances, quite a contrary, it's easier to make them far worse, ending there to be enormous cleft in your economy, where all of your earnings go towards them. And remember that alcohol can be treacherous! You'll never know how fast it kicks in, and passing out in alley is not a good option, unless you want to get robbed of course.


There's still few major features in our TODO list, before we can start to focus more on adding content and lore to the game.At this pace 'Open Sewer' will see an 'Early acces'-type release before end of the year.

Also, during summer the main gameplay area saw some major progress, making only a few bordering areas and some details missing here and there. But anyway, here's few pictures what we got to show you:

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