In which a mist-feature sees further work; a window is moved; a key-mapping module is cleaned up; said key-mapping module further now supports non-English...
In which a gameplay video is completed; publisher-pitches are sent; the new intro is completed; the cutscene -system and -editor sees a little work; and...
In which a new traversal section is made; the new demo-build is worked towards; some re-budgeting is done; a mist-effect is once again worked on--including...
In which testing against jump-height is performed; a level sees edits in light of that jump-height; work is done towards an updated build of the demo...
In which mist-work continues; an export tool gains new functionality; critique is taken; and a cutscene is nascently reworked.
In which publishers are researched; and more work is done on the previously-shown mist-effect, and on its purpose within the game.
In which a new-year well-wish is given; localisation is tested in light of recent changes; a new shader-input is tried; a forest is touched up; and a...
In which tables and their contents are detailed; a doorframe is made to fit its surroundings; interactions--some yet stubs--are added; a surrounding view...
In which papers are worked on; a map-"jigsaw" is made; a chest is filled with papers; a lexicon book is added; something secret is made; a new room is...
In which a view is completed; a chest responds to further actions; papers can be searched, and interacted with; a new "jigsaw puzzle" is planned; sound...
In which a refuse-heap is added; a new room is constructed; that room's contents are drawn--mostly modified--from previous levels; the room's structure...
In which a table and its contents are completed; shelves gain contents; inventory-item bones are made; a collectible glass jar holding a small creature...
In which level-building continues; a surrounding view is (likely) done; interior furnishings are made; a minor collision issue is fixed; and a level-exit...
In which work on the new level continues; door- and window- frames are made; as is a ceiling, roof, and floor; and surrounding grass is in progress.
In which the demo is polished; a new demo-version is uploaded and available; the pitch -deck and -email are worked on; the first pitch is sent out; and...
In which level-geometry is perhaps done; doors are detailed; stains are applied; crystal-light changes are finished; omissions are discovered; an icon...
In which performance is improved a little; the sky is removed in places; level-geometry is expanded, detailed, and fixed; and an oversight results in...
In which the end-of-demo screen is polished; the contact-dialogue is updated; the logic of examination is tweaked; an accessibility mode is added for...
In which the level-five upper-puzzle sees further work, and visual changes; the end-of-demo screen is reworked; level five's geometry gains a few elements...
In which development of a research-puzzle continues; level five sees some changes and refinement; crystal lights are added; and a crystal shader is developed...
In which the book-generation scripts are expanded; the books of level five are re-generated; some personality is added to the resultant book-collection...
In which work on level five continues; shelves are placed; a semi-automatic means of book-placement is devised and employed; and books suitable to such...
In which cutscene music is chosen; a cutscene sound-effect is added; the cutscene in question is completed; and work is begun on a new level.
In which aesthetic work continues; the game's to-do list is attended to; some tutorialisation is addressed; the jigsaw minigame gets an internal reworking...
In which the colours of level two gain some variety; and the new trailer sees progress.
In which I back-pedal on my level colour-variation approach; a new way of doing it may be available; a new key-binding profile is added for certain keyboards...
In which the memory-leak hunt is, I think, complete; combat sees further polish; level two starts to gain additional patches of detailing; a new collectible...
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