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Sequel progress update #2 + Demo release date

Outcore: Desktop Adventure · Community Announcements · January 21, 2026

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Helloooooooo! It's time for the second public development update of Outcore's sequel, ːsteamhappyːːsteamhappyːːsteamhappyː Dead Watch ːsteamhappyːːsteamhappyːːsteamhappyː.

[dynamiclink href="https://store.steampowered.com/app/3464670/Dead_Watch"]

But first, let's announce the demo's release date

February 2nd, probably

Unless I don't finish my remaining tasks or a major unexpected problem shows up. That means there are fewer than two weeks until you can play a slice of Dead Watch. Hooray!

So what's new?

New sprites

The guy impersonating Lumi (internally called Fake Lumi or Flumi) received new sprites. He looks much better now. Look at those abs!

Capi & Comi also got a bunch of new sprites (not gonna post them all though, gotta keep some exclusive to the patrons 👀)

And Lumi finally learned how to feel sadness

Playtesting

The game went through several playtesting rounds and was adjusted multiple times.

Initially, most of the castle was open for you to explore right away. The problem was that players kept getting lost, often before even finding the first puzzle they were supposed to complete. That left players frustrated, especially when they found items for puzzles they had not yet encountered.

So to solve that, I decided to lock players to the first floor until they managed to solve the first big puzzle. After that they gained the knowledge they needed to unlock the other floors whenever they wanted. That drastically improved the pacing of the game.

Another issue was that one player complained the game was mostly a fetch quest. You find a puzzle, then you find an item that solves that puzzle.

That's... somewhat ok, since I do want the game to have such puzzles. But I didn't want it to feel like that was most of the gameplay. The main loop should involve solving puzzles through the knowledge you gain using your power to loop back in time.

So I decided to rewrite some of the content of the demo and changed the puzzles. This was honestly hard, took me WEEKS to figure it out. But once I did, implementing the changes was relatively quick.

Between major changes, bug fixes and quality of life improvements, the reception of playtesters to the game is now MUCH better. I can't wait for you to try it out too!

Meta systems complete

When I say meta I don't mean it like in Outcore. Rather, I'm talking about boring but important stuff like a main menu, a pause menu, a settings screen, credits, a save system, etc...

In Outcore, I took a minimalistic approach for the UI. With Dead Watch I wanted to put more effort and inject a bit more style into it. I'm proud of how it came out.

What's left?

I should be able to complete my tasks within the time left, or at the very least the ones that are important for the demo release.

Where to follow

First of all, on Dead Watch's page. This is where I'll be posting big announcements

[dynamiclink href="https://store.steampowered.com/app/3464670/Dead_Watch"]

Other than that, there's Discord, Reddit and other socials where I post stuff occasionally

Discord

Reddit

Bluesky

Twitter

YouTube

Instagram

If you want to support the game development and be rewarded for it then there's also a Patreon page

Thanks for following Dead Watch's development! See you on February 2nd (I think??? hope???)

Outcore: Desktop Adventure MORE ON STEAMCOZYOutcore: Desktop Adventure 97.3% positive · 15,157 reviews Price tracking · player charts · similar games →