Hey everyone!
As we're getting close to the Early Access release, here's another update for the demo with a few important improvements and polish updates.
Gameplay & Mechanics
Added coyote time for smoother, more forgiving jumps
Added 2nd player shadow to help judge jump distances
Camera now zooms out based on speed for better visibility and a stronger sense of motion
Improved jump consistency across different situations
UI & Controls
Improved menu controller navigation for smoother input
General UI improvements and polish
Audio & Performance
Adjusted sound levels for better balance
Reduced demo size through asset optimizations
Thanks for playing the demo!
If you have any feedback, let me know!
-Lucas
lowered the scroll sensitivity for several scrollable windows, because they were way too high after the unity update
improved memory handling and garbage collection
This update is mainly to include the last two characters, Ran and Chen. They are now available to try out and have the following changes made to them.
Projectile
Two extra denser rings of danmaku can be emitted when the star explodes at full size.
The ball will now explode the star when it touches it.
Bomb
Projectile collection now lasts twice as long as before. This means that you will have more time to decide when to activate it or to collect more projectiles.
When Ran starts dispensing, she no longer collects any further projectiles.
Ball no longer cancels the dispersion but activates it.
You now get two points per projectile collected rather than one. This means that the dispersion now lasts longer than before.
Bomb
You can now shoot while using bomb but letting go of the button will unleash the built up projectiles.
Desperation
You can now hit the ball.
The Demo can now be played in Japanese as well as English!
Please change the language settings to Japanese from the options menu if you would like to play in Japanese.


Hello burger connoisseurs,
Whilst any meal can stand on its own, this burger truck is at its best with a side of Fry. Continuing our behind the scenes series, let’s take a look at your partner in food-crimes!
When Patty accidentally, uh, ‘acquired’ the business, it came with a few things: a worn but trusty truck, a much maligned reputation, and a resident cook named Fry.
Fry’s been with this food truck for a while, but its failings were despite his best efforts - not because of them. You can be an excellent cook and still dish up disasters if your boss is as bad at flavor design as the last guy was.
Fry has a feeling that things will be different with Patty in charge, though! Despite meeting five minutes ago, it feels like they’ve been in sync for years.

This man is here to chill with the grill.
What Patty lacks in chill, Fry more than makes up for. Astoundingly aloof, Fry is unflinching over a vat of boiling oil or a piping hot grill. Is that just his natural demeanor, or a questionable pattern of self-medication? Who’s to say?
Fry is a love letter to some of our favourite definitely-not-stoner characters of children's cartoons, such as Shaggy from Scooby Doo, Trent from Daria, Greg from the Steven Universe, and lowkey Crush from Finding Nemo.
Like some of these characters, Fry is more than just a chill bro, although he’s definitely also that. He’s quietly the brains of the operation - helping Patty work through difficult situations with an impressively level head, and managing the many moving parts of the Burger Bois kitchen with nary a complaint.
As we mentioned in the last update (read it here!), visually we wanted Patty & Fry to represent their namesakes. But fried potato comes in lots of shapes and sizes - crinkle cut, wedges, shoestring, steak cut… which meant that our early Fry concepts explored a bunch of different body shapes!

A broad exploration like this tends to reveal things you hadn’t known yourself about the character! We quickly realised that he needed to be tall, to contrast Patty. That he had a bit of a lazy grin, like the second concept. That he was definitely a slouchy, comfy dresser like the third concept… but he was absolutely NOT a bishounen like that. And of all the concepts, we loved how the crinkle cut fries haircut immediately connected with the fries he’s named for. The next step was to refine these ideas into the same guy.

We explored a few different outfits for him, but the jeans & hoodie version stood out to us as what this laidback guy would be happiest wearing whilst working. The checkered flannel and round sunnies were a close contender, but it felt more like his idea of dressing up for a special occasion to us.

One of our visual design inspirations was Mr Fryman from Steven Universe. We adored how silly his shoestring fries hair was, and part of our brief to artist Jackal was to explore our own version of it, which we think they’ve nailed!
We did end up crinkling the cut of the hair a bit further during the final stage. As shown by the comparison above, we realised it could be misinterpreted as dreadlocks, which it’s not meant to be!
Which might have you wondering: “what is the deal with his hair? Is it made of fries? Are fries growing from his head? Has he just styled it to look like fries?”
And you’re welcome to wonder. :)
We’re really enjoying doing these lil game-dev process explorations! Next time we’ll be back to yap about The Truck - but what else would you like to hear about? Reply in the comments here, or @ us on socials to let us know!
Until next time,
Jess, Alex, Jackal & Anthony
Here’s a post I probably should have made six days ago… before pressing that big green button on Steam and releasing Dread Protocol into Early Access, but alas, here we are.
You’ll notice I haven’t attached a timeline to this roadmap, as I can’t say for certain when I’ll start or finish specific items. But I did want to share what my plans are for the full release.
Those of you active in the Steam forums will know I’ve been responding quickly to player feedback and regularly pushing patches to resolve issues. In the short term, that’ll be my main focus, fixing bugs and smoothing out the biggest gripes players have. And then it’s onto new content!
One area I’m especially keen to focus on early is expanding the Out of Fuel encounters. Right now, they’re more of a proof of concept, and the punishment for running out is pretty mild. I want to change that. I’ve got plans for harsher scenarios that’ll make you really regret running out of fuel. So while I can’t give you timelines, this will likely be the first big content update I add.
This roadmap isn’t final. Please tell me your thoughts and what you’d like to see added to the game.
I’ll continue updating this post as milestones are reached or priorities shift.
Here’s the roadmap for Dread Protocol Early Access as of right now. Share your suggestions in the comments, on the Steam forums, or on Discord. I read everything.

