Nov 14, 2021
SCP: Fragmented Minds - TSMRE
It is not often we feel a design we have created needs a refresh, but that is exactly what happened with SCP - 939. The model we had been using we felt had too many "doglike" features and needed a more horrifying and threatening appearance. We went back to the drawing board hard for this one and decided to use a lot more reptilian and dinosaur features to give it the threatening look that does it justice.

SCP - 939 Redesign:







The new design is one we are very, very proud of and feel finally does justice to the article to a much higher degree than before. There are some changes we have made to the design to make it feel more horrifying, with the addition of a tail and some other features that are derived from a few types of dinosaurs and lizards.

This creature is going to be featured within the game as a fast and agile predator that will test your skills at every turn. It also will have some special effects that you will see and have applied to you if you take one on up close. These effects will make them even more challenging and are also very closely related to the actual lore of the article -- a double whammy!

Next Week:

We released the playable alpha test build to Patrons yesterday, and they are currently giving us some great ideas and feedback on how to improve the game overall. We are focusing a lot on animations and AI this month, with a totally new level being added at the end of this month. This will be the very same level you will be playing in, so a lot of time will be spent making sure it's as fleshed out and fun to play as possible. We have some big plans for the interactions in this level, and we are VERY excited to see how it plays!

Follow the Kickstarter to see this SCP, and many more, come to life in-game: https://www.kickstarter.com/projects/hststudiosllc/scp-fragmented-minds

Get demo access RIGHT NOW on Patreon: https://www.patreon.com/hststudios
SCP: Fragmented Minds - TSMRE
SCP: Fragmented Minds - TSMRE
Throughout Fragmented Minds, you will encounter many different zones and enemies that will require special tools and weapons to make your way through them without getting easily killed. Some enemies will have specific weaknesses to certain weapons that you can take advantage of to save ammo and quickly dispatch any instances you may come across as you travel throughout a zone.


The Phoenix Flamethrower ( Official In-game Model):




The Phoenix Flamethrower is a powerful example of Site-113's research into creating and deploying compounds with anomalous properties since this weapon is capable of creating a sustainable inferno well over 1500 degrees Celsius without damaging the internal components. This flame is powerful enough to melt through nearly all organic substances and leaves severe burns on tissue and other organic matter located several feet away from the physical flame. Players will find this weapon deep in the Military Zone and will utilize it in clearing out a variety of dangerous areas throughout the rest of the game. However, fuel for this weapon is incredibly scarce and very difficult to craft, so it is advised to only use this weapon in the most dangerous situations since it is especially effective in crowd control and weakening enemies that are otherwise resistant to traditional ammunition.

Syringe Gun:



The Syringe Gun is a multiuse tool that can not only deliver life-saving health to you but also is able to inject various other substances you can craft to combat specific effects such as the deadly virus that is transferred from a bite by SCP - 149. This tool also has a special ranged function that allows players to craft special syringes filled with various toxins and other substances which can be fired at creatures and apply a special status effect to them. Effects can range from causing mild fatigue to severe bleeding and will be useful in helping to escape enemies you may come across.


Portable Turrets:




Due to a history of casualties resulting from rushed facility zone expansions lacking robust defense and containment systems, Site-113 created an automated and portable defensive turret that can be placed on any flat surface. This turret will intelligently identify and engage targets based on pre-programmed internal identities and are able to defend small areas against any and all targets irrespective of identity. It's because of this setting that some turrets you may encounter will be hostile to you, but some will simply ignore your presence and will only be targeting SCPs or specific personnel deemed dangerous. These turrets are very effective and can do a large amount of damage due to their respectable fire rate and precision. Turrets are also able to be hacked to turn it onto your side, creating a useful ally whenever you come across one.

Mocap Suit Info and Devlog:

Due to unforeseen supply issues, the mocap suit we expected to arrive this week has been delayed (yet again) into next month. While this would otherwise be a problem, we have worked out a solution and are going to begin implementing it very soon, with more details on that to come in a separate announcement! Near the end of this month, we are expecting to drop a trailer or two around our SCPs, which will showcase their animations and behavior and also allow us to announce our newest and most dangerous SCP yet.

The full devlog which covers the game from the beginning to now, how the story evolved and details a lot of specifics about the facility and how the game will play is going to ideally release next week in the place of these videos, so stay tuned for that and make sure to follow our YouTube page to get notified when it releases, which you can see here: https://www.youtube.com/channel/UCi3uSXijfd9cEzBlbALbD-A
If you have not followed our Kickstarter page, go ahead and do so here so that you can get access to the fantastic early bird perks: https://www.kickstarter.com/projects/hststudiosllc/scp-fragmented-minds

Also, donate on our Patreon this month to get access to the alpha demo that drops beginning of November: https://www.patreon.com/hststudios

SCP: Fragmented Minds - TSMRE
Surviving in a facility that is filled with the most horrifying creatures in the world is not the most mentally healthy activity, and because of this, some personnel of the failed site evacuation that managed to survive banded together and began to start to lose their minds as a result of the constant pressure and horrors of living in such a hostile environment.

Savage Survivor Camp:



This is the savage survivor camp, and in it are many individuals who have lost their minds and resorted to cannibalism and worship of specific SCP entities that they have come across in the facility and otherwise believe are their gods. In this camp, you will be regarded with some level of hostility but will ultimately be tolerated as long as you serve this camp's needs and ONLY their needs. You will be able to trade and restock supplies in this camp, as well as the other camps but you will also be able to speak with the leader of this camp, which has their concept finished and will be shown shortly. It is the interaction with this camp leader that will decide how the camp treats you, and how they can help you in certain ways throughout the game. The interactions here can also have deep impacts on the main story of the game, so it's very wise to speak carefully and not do anything to ruin this relationship right off the bat, as this camp leader will have a very interesting personality.

How and why this camp exists will be revealed as you play the game and the horrifying events that drove many of the individuals to the brink of insanity will become known to you as you help them in their goals for the facility. It will be up to you to decide which camp you help, if any, and the savage survivor camp is definitely going to be an interesting one for you to explore and engage with throughout the story.

Facility Turrets:

We know the facility will have the MR-2 Containment Drones lurking around and potentially causing massive harm to you and SCPs, but in order to really make the facility feel alive and that it's actually against you, we added turrets that will be placed in special areas of the facility to help contain SCPs and also defend against any entities who may be trespassing.



In this video, we can see the turrets, which are currently using the drone model as a placeholder, successfully tracking and killing an SCP - 3199 instance as it walks across their viewpoint. These turrets will prioritize SCPs over the player, which can be used to your advantage when it comes to potentially using them to heavily damage or even kill an SCP before you move in to take what you can off of it. You are also able to destroy these turrets and they will drop rare parts that can be useful in crafting certain weapons and equipment.

Turret Hacking:




In these next two videos, we can see that turrets are able to be hacked to turn them onto your side and effectively use them to engage other SCPs. This hacking sequence is going to be changed to add quick time events and require a special piece of gear in order to make turret hacking possible. However, hacking a turret will become a very useful tactic throughout the game since they have a large ammo capacity and can be used to distract and even destroy other SCPs, which allows you to protect yourself against most threats in certain areas. Hacked turrets will also turn on other turrets that are attacking you, which makes them useful in distracting both SCPs and turrets, allowing you to slip away with minimal damage.

These turrets are going to have their own model, with a facility variant and a deployable variant which will both be very effective in killing SCP instances and also doing damage to you if you are in their sights. However, both are able to be hacked and will provide the potential to avoid combat while your hacked turrets and drones do the heavy lifting until they are destroyed.


Next Week:

Next week, we are looking to have a full-blown devlog posted which will explain the history of the game from the beginning to now and will shed light on the story, and give some very critical background on the game that will help answer any questions you may have on the gameplay and story. We are also expecting to get our mocap suit in shortly and will begin animating our SCPs and player model, while also creating some trailers featuring our SCPs. These trailers are going to be really cool, and are also going to showcase the newest and most hostile enemy we have ever added.

Early November, we are also launching a private demo to our Patrons who donate $50 and above to help us bug test, so if you are interested in bug testing with us go ahead and donate on Patreon. Patrons will also be getting a lot of cool behind-the-scenes content on how we do our mocap animations and also how we do level design, so if you are interested in that too then now is definitely a fantastic time to sign up. Also, don't forget to follow our Kickstarter page!


Watch the weekly devlog here: https://www.youtube.com/watch?v=jb7E01gN-I0
SCP: Fragmented Minds - TSMRE
Demo Launch Info:

Those words are probably some of the most exciting three words I can ever write, but I am happy to announce that we are launching a demo either at the very end of October or early November for beta and bug testing. This demo will be available to those who donate $50 and above and the beta key will NOT expire so you will have access to it even if you stop donating. The demo will be pretty early access and will feature our test environment and other environmental blockouts at first, with access to all the mechanics and SCPs as well as weapons that will make their way into the full demo.


You will have the opportunity to playtest with us directly and give live feedback about what you like and don't like, as well as any suggestions for mechanics or map design. It's a fantastic opportunity for those who want to leave a tangible mark on the game for all to see and experience.


Get Demo Access:

If you are excited and want to secure your demo access now, go ahead and subscribe to the Chaos Insurgent ($50) tier or above on Patreon here: https://www.patreon.com/hststudios

All the other tiers will get access to the demo but the first release will be going to our $50+ patrons to keep testing contained and get really good feedback from our most active players.

We will set up a form on our website to submit bug information, as well as on our Discord, which is where most of the live testing will take place.

You can join the Discord here: https://discord.gg/3eBHnru
SCP: Fragmented Minds - TSMRE
Hey there everyone! Over the last week, we have been working to bring to you the newest, and one of the most important zones, to the game as well as introducing a sweet new weapon and cleaning up some of the underlying subsystems.


Inventory Overhaul:




In this video, you can see that we will be using a system called a jigsaw inventory, which means that inventory management will be a core feature that you will take with you throughout the game. You will have to ensure that certain objects you wish to pick up will fit in a slot within your inventory, otherwise, you will have to sacrifice something in order to pick up a larger object. You will notice that objects can only fit into their designated hotbar slots on the bottom, so you will have a quick way to organize the resources you use most without being able to assign invalid resources to a particular slot.

This system is a great way to also aid in player progression since you will be able to upgrade this throughout the game to accommodate more and more resources, so it's going to be a mechanic that players will more than likely wish to upgrade consistently as they play. It will also force players to prioritize taking only what they actually need with them throughout a level since you will be able to store resources in certain areas -- namely The Hub which is in the last section of this post.

It's also in this inventory tab that you will see your health, suit power, and oxygen levels, as well as any status effects your player may be experiencing, so overall it's a very critical place to take a peek at every so often to check on your status.

Personal Codex:



Because environmental interaction within the game is something that is incredibly important since your character and your AI will be missing a lot of critical information about what happened to this facility and what creatures actually inhabits it (which you will find out more about as you play) the usage of terminals is going to be essential to get additional information about who and what you are dealing with into your codex. However, this codex will also facilitate playing various audio logs found across the facility and will be able to log emails you find on terminals that contain pieces of information that may become useful to you as you venture into the darker and more decrepit parts of Site-113.


The codex will also house the schematics that feed into the crating stations around the map and will allow you to craft specific items and ammunition as long as you have found the recipe for it and have properly logged it into your codex. One of these codex recipes will be for the highly experimental Railgun, which we will talk about next.


The HSER Railgun:






The crown jewel of Site-113's research into hypersonic weaponry, the HSER Railgun is a beast of a weapon with the ability to fire a specialized kinetic round that has been charged with negative gluon particles. This effectively gives the round the ability to cause tremendous damage to anything the round hits, with an especially large amount of damage being done to organic targets.

However, this weapon comes with a fatal flaw --- ammunition is not only extremely limited but it also is extremely hard to craft since a lot of materials go into crafting such an advanced projectile. It is therefore highly advised to only use this weapon when dealing with massive threats since wasting the precious ammunition for this weapon can be the difference between life and death when facing the particularly dangerous enemies that will exist within the Military Zone and R&D. This weapon will accompany the special Flamethrower and other interesting weapons, which will have their models shown off in future videos, along with in-game usage.

The Hub - Blockout Introduction:




In this video, we have a walkthrough of the newest zone to be added to the game, which is The Hub. It is in this zone where you will be maintaining most of your resources and will also be able to traverse to nearly every single section of the facility through this location since all the facility tram routes connect through this area.

The Hub is slated to be a large and densely packed environment that will allow for customization of some of the aspects of it to suit your tastes as a player. This will also become an area that will be in multiplayer since it's planned to allow those hosting the lobby to introduce other players into their hub to see what they have customized and show off their achievements. Those who donate as well will have the opportunity for a lot more customization that will make their hubs stand out a lot so they can show their support of the project. Players can obtain a higher level of hub customization through donating on either Patreon or Kickstarter when it launches, with the links to both being below.


This image is the original concept image for The Hub, and you can see the design and details have been coming together in the blockout version. The finalized version of this environment will closely mirror that of this concept, so you can expect this zone to be rich with detail and will feature a lot of interesting parts that will allow for a lot of interaction and exploration.


However, getting too comfortable in this zone can be dangerous since there are many events in the facility that can take this otherwise safe area and turn it into a death trap, so always watch your back and keep an eye on events that are happening around you as you progress throughout the facility.

Next Week:

We will be talking about SCP - 610 and how that will play into the game, as well as introducing some of the new drones that will exist around Site-113. We will also be showcasing the holo table that will exist within The Hub and other parts of the facility and will play a big part in how you traverse the zones and gain information about the entire facility.

Consider donating by supporting us on Patreon and Kickstarter:

https://www.patreon.com/hststudios

https://www.kickstarter.com/projects/hststudiosllc/scp-fragmented-minds
Sep 22, 2021
SCP: Fragmented Minds - TSMRE
Left nearly totally abandoned after the unsuccessful facility-wide escape attempt, Site-113 was left crawling with dangerous creatures and a handful of site personnel and prisoners that were unfortunate enough to be left behind.


Those who were lucky enough to survive the constant threat from the loose creatures soon found out that finding a consistent source of food was extremely difficult depending on which section of the facility they were located in. Survivors who tried to continue their journey throughout the facility alone had survival chances that were slim to none and were constantly being starved or killed off as the months passed by.


It was not until a large enough group of survivors came together to create a semi-permanent encampment in the residential zone where they could better search for resources and hide away from the horrifying creatures that were constantly attacking them and forcing them to further and further regions of the facility.


The creation of the first camp sparked the creation of two more camps in completely separate locations by two different groups of survivors, each with their own goals, resources, and feelings towards others in the facility.


Within the game, you will come across three separate survivor camps ranging from a camp of site personnel who have banded together with leftover MTF to a camp of savages who have lost their minds due to constant pressure from the surrounding horrors that remain in the facility.


Below are two concept images for the MTF/Site Personnel camp and for the D-Class camp that will exist within two zones in the facility.




In the first image is the MTF Camp, which is a lawful and controlled camp that is put together and strict. Your interactions with this camp will be to barter and get certain objectives for different parts of the game. The overall demeanor of these survivors is untrusting of you since you yourself are technically part of the facility personnel that left them for dead.


The next camp is the D-Class camp, which is much less lawful and has many dangerous members that make it up. These survivors will be distrusting of you since they have a visceral hatred of those who imprisoned them there but will be willing to tolerate you as long as you are useful to them.


The final camp, which is having the concept made currently, is the savage camp. This camp is chaotic and lawless and full of many people who would try and literally eat you if they got the chance, but are willing to tolerate your presence as long as you help them and them alone. However, each camp has a single leadership figure that keeps the people within the camp in line, and you will be able to interact with these leaders to build up a certain degree of trust which can come in handy later in the game.


At each camp, you will be able to get objectives, trade, and restock your supplies. However, the camps are not a safe zone and many things can and will go wrong in these camps so never always rely on them being there throughout the game. It will be up to you which camp you decide to help, if any, as some may have ulterior motives you must be aware of, and some want nothing more than to watch the facility burn. You will come to understand their motivations and distrust of the other camps as you progress throughout the story, but you very well likely will be surprised by what you learn about who you have been helping.


The camps will play into the main story of the game through the options that come from helping camps in their 'side tasks', these tasks can give you certain items or unlock certain areas that will otherwise change the flow of the campaign and open the door to a high degree of replayability depending on which camps you help and how you help them. The interactions with the camp leaders are incredibly important so it's critical you do not mess up the relationship or else things can get messy for you very quickly.


Overall, the camps provide semi-linearity to the story and allow NPC interaction which will create a rich experience overall and adds a ton to the atmosphere of Site-113 and the game as a whole since the choices and interaction with these survivors will ultimately change the progression through the game, so it's a new feature that is extremely exciting.


Be warned, however, that things in the camps are as not they seem, and every interaction and choice will have an impact on the camp or story. What they ask of you can be used for good or it could be used for evil without your knowledge -- so tread carefully and only help those who you can trust, even if it’s not who you expect.


We will be expanding on these camps even more as we progress throughout development and will begin to show how they work in terms of bartering and interaction, but that will come in another post.


Next Week:


Next week we are going to be showing off a new zone and newly modeled weapon that will be making it into the game, so sign up for our mailing list and be sure to watch the devlog on our YouTube here

SCP: Fragmented Minds - TSMRE
Hey there everyone! This post is insanely exciting since we are finally showing off our insanely cool main character player model that YOU will be playing as! We are also going to be showing off our most unique mechanic to date -- grappling! Let's buckle in since this is going to be a super neat post.


Main Character Player Model:





As you can see, we are quite fond of this model and are insanely happy with the way it turned out! This model will, as you know, feature some customizations in terms of armor and other attachments so you will become more survivable as you progress through the game. The suit the player is wearing is known as the Exoatmospheric Containment Suit, and it will provide limited protection against hostile environments (such as the Martian surface) as well as against certain SCPs -- namely SCP - 149 and SCP - 439.

The suit will also be your main point for movement and stealth upgrades since there will be certain kits and armor sets you can attach that will allow new suit abilities, such as a stealth module that will muffle your movement sounds and visibility.

To do this model justice, we will be utilizing motion capture to ensure that the animations and movement for this model are smooth, polished, and give a great feeling within gameplay so you are never taken out of the experience. The actual videos we will do on the motion capture will be incredibly exciting, so if you have not signed up to hear about our weekly posts then I highly suggest you do so by clicking the top right of this post!


Suit Upgrade - Mining Armor:



This is a concept for an armor upgrade known as the Mining Armor. This armor set will protect against ballistic and physical attacks since it was designed to protect against incidents commonly found within the resource mines near Site-113. You will be able to find this suit in some locations as well as craft it with certain resources, and it will serve as a well-rounded piece of gear that you will be able to use for a good portion of the game to great effect.

However, some gear will have much better energy efficiency and other stats that will likely come in handy for certain situations, so it is always a good idea to ensure you have different sets for the different situations you may come across within the game.

Now, let's get into the cool advanced movement mechanic that we have been hinting at for a while...

Note: These mechanics are WIP and will have the animations, models, and sounds massively improved as we get in our mocap suit and new SFX and VFX!


Grappling Mechanic:



As you can see from this video, you will be able to grapple onto specific scaffolding-like structures and various other types of structures throughout the game. However, the surfaces in which you can grapple onto and the speed you can grapple will be limited so you cannot swing to the same insane degree as you see in this video to ensure gameplay and the overall horror feeling of the game remains front and center.

This mechanic is designed to allow you to escape SCPs that are chasing you since most will be faster than you by default, and the grappling hook and mechanic will allow you to escape the danger temporarily. It will also allow for new ways to get around the facility and to reach otherwise unreachable areas to find special items and paths around the facility.


Grappling Mechanic - Reeling/Hanging:



In this video, we can see that you'll be able to reel yourself into certain areas, but you will not be able to hang once the grapple reaches the end of the point it is hooked onto. This is to prevent players from abusing the mechanic to stay out of the reach of certain SCPs that would love to have you on the ground so they can tear you limb from limb. This mechanic will be very useful for the platforming elements that will be present within the game and will make for some great shortcutting of certain areas if you can utilize it properly.


Grappling Mechanic - Pulling Items/Objects:



In these two videos, the grappling hook, and grappling mechanic will come in handy for grabbing items that are out of reach. This is going to be especially useful when it comes to puzzles since it is pretty easy to imagine the wide array of situations you may find yourself in that will require you to grab something out of reach, so it will serve a lot of purpose throughout the entire game. You can grab weapons with it too, and this will serve as a way to snatch weapons near enemies to avoid directly alerting them so you can remain stealthy.


Next Week:

We will be going into great detail about something called Survivor Camps next week and will be doing an entire post dedicated to those to completely get the idea across and how they are going to function within the game and story, so make sure you sign up to get notified when those posts drop!

I will see you ALL in the Mini -Devlog, which you can find below:

SCP: Fragmented Minds - TSMRE
Hey there everyone!

For those of you getting the scary Steam notification about a publisher revoking your Steam key for our tech demo we released last year -- have no fear!

We are simply making space on our page for our next-gen demo that will be available for our patrons and a select few of you to test very soon.

If you'd like to get a key for the next demo, please pledge on Patreon to get access once it releases:
https://www.patreon.com/hststudios

Sign up for our Kickstarter to pledge and bring this amazing project to life: https://www.kickstarter.com/projects/hststudiosllc/scp-fragmented-minds

Also, feel free to join our Discord to talk with us about the project and where it's going: https://discord.gg/3eBHnru
SCP: Fragmented Minds - TSMRE
Hey everyone! In this post we have some pretty awesome stuff that ranges from frozen wastelands to grappling hooks, so let's get right into it.

Military Zone - Subsection Fusion Power Generator:



The image above shows the newest area that is going to be added to the Military Zone, which is a fusion power generator cooling pond. These subsection generators were critical to maintaining the power to each area of the facility when heavy electrical loads were applied during advanced weapon testing. However, as we know, the Military Zone has somehow become a frigid wasteland due to a horrible accident (which you will discover as you play) and will feature a ton of ice that will make this area somewhat difficult to traverse, but very rewarding to do so if you know where to look.

We are currently having more of these subsection concepts made to give a great idea of what the overall layout you can expect in each section is and to give an overview of what the facility looks like when viewed from each section itself so you will be able to fully understand exactly how this facility will look and feel to play in.

Game Changing Mechanic - The Grappling Gun:




The above two images are the concept and block-out model of our newest piece of equipment that also ties in with one of the most interesting mechanics we have implemented to date. Since Fragmented Minds is an immersive survival horror sim, we wanted to ensure this mechanic adds to the horrifying and stressful situations that will be plentiful within the game. To achieve this, it was decided that this unique piece of gear would only be useable on specific types of structures that will be present in certain areas of the game. This is to force players to keep a keen eye out, since being able to properly utilize this mechanic could mean the difference between life and death when being chased down.

We already have a prototype of this created (which patrons have seen!) and it is looking really good in the preliminary testing phases, but will of course get better both visually and mechanically as we progress throughout development. Overall this mechanic will provide a lot of fun and uniqueness to each utilization since being able to move so dynamically around your environment leads to great gameplay opportunities.

New Gameplay:
Down below, you will see several new gameplay videos that showcase three of our newly introduced mechanics. Please note that these are all WIP and visuals, SFX, and texturing will all be massively improved throughout development.

Terminal UI:



Up above, you can see our new terminals and UI system that will be implemented onto them. These will be critical for unlocking information about certain areas in the game, as well as for literally unlocking actual objects within an area you may find yourself in. However, the biggest use for these terminals will be for lore on certain creatures and to access audio logs and other material to help you piece together what happened within the story of SCP: Fragmented Minds.


Target Shooting System:



No, we have not lost our minds and become an aim trainer. This mechanic video demonstrates one of the most important things that games featuring guns can have -- predictable accuracy. The weapons of Fragmented Minds will feature recoil that is controllable but will also be punishing if you simply try and spam it. However, for those of you who have a steady hand and patience, you will be able to land very critical shots on SCPs that can have a devastating effect depending on your ammo type and the spot your shot impacts.

Bullet and Item Physics:



Since we love puzzles so much, it was decided that adding another layer to the potential for puzzles was a great idea. In this video, you can see that bullets can indeed have an impact on objects within your environment! This opens the door to a ton of potential for gameplay since players will be able to also use this new physics system to potentially make weapons out of mundane items and to shoot objects around to move them from one area to another. Keep in mind though -- ammo is limited, so if you find yourself wasting ammo shooting all sorts of objects randomly, you might run into trouble down the line when you really need it.


September Weapon Skin:




Here is the official weapon skin for those who donate $20 or above for September! This skin has emissive textures which means that the parts that appear to be glowing will glow in-game!

Love the skin? Get it here: https://www.patreon.com/hststudios

Next Week:

Next week we will be showing off a new concept of an amazing new area of the facility, as well as showing off the grappling mechanic in action. We will also begin to show some new weapons and also concepts of a fantastic new enemy that is going to be coming to the game, so make sure you follow our posts by signing up at the top right! You are now also able to sign up to be a beta tester when we release our private demo, so make sure you sign up before you immediately click off the pop-up!

See you all in the Devlog being posted this Sunday on our YouTube!
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