Hey Playtesters!
It’s hard to believe it’s already been a year since the last update! Over that time, I’ve been refining the foundations of Cocoa Loco, improving the backend and implementing as much of your feedback on the settings and interface as I can.
Gameplay remains mostly the same, however you’ll hopefully notice a few subtle changes that makes everything feel a little bit nicer.
Play the demo (preferably let's set a time for me to watch on the Discord)
Fill in the survey - Tell the 3 Most Crucial Things that need to be worked on!
Bug test - come across a game breaking / progress blocking bug? Report it in the Discord, the Community Hub Discussions or as a comment on this post.
I am currently in my last few weeks of university for the year, so I will only have time to look over feedback while I study for exams (no hot-fixes this time). However by mid-November, when my schedule is free from all other deadlines, I will be diving straight into development with my primary focus being on getting a playable demo ready for TGX, where I plan on showcasing next year!
The feedback you give will be crucial in making sure the showcase build for TGX is best it can be! With hopes of getting the the official steam page and playable demo on Steam after the event.
Thanks for being part of playtesting, I hope the new update isn't completely broken for you! I look forward to your feedback and please let me know your honest thoughts on the game so far.
Hi! Long time no announcement!
Hope all of you are doing great.
In case you aren't aware - I'm still around and working on my third game -
https://store.steampowered.com/app/1561510/Immortal_Space_God/
For the longest time Immortal Space God's Steam Store page had no trailer - that's kind of odd isn't it?
Well I corrected that and you can check it out on the main store page - or via YouTube.
If you don't mind me rambling a bit, this is maybe a bit rougher quality trailer than usual, I sort of rushed on making it. Normally one of these trailers would take me a week or two of work, but this one took only a few days.
The goal is to prepare for a demo of Immortal Space God to get some "early" feedback and see how you all respond to it.
If you are curious, please keep the project in mind and check back in the upcoming weeks.
thanks!
Paul




And thanks for giving this a look. I’ll be honest. This update is so late because I just want to spend all my time making this game! So, I've made myself a promise: keep Steam updated. Here's why I've been so excited as I'm working on this every night so you can play it, and why you should be too
This journey started two years ago with two goals. Teach myself modern game design so that I can make more games as an solo dev, and make my dream horror game. However, the last time I actually made a game was in high school. A long, long time ago. It looked something like the image on the left. I called it Paintball. You shot at targets. It was written in something that looked like the image on the right.




And after 20 years, returning to work in Unreal has been a game changer. I’ve been developing this game every night, after my day job. Every line of code, every system, every shader, is being designed for a horror unique experience. Below is an overview of where the game’s visuals has been this year. It's still work in progress.



~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ (some breathing room) ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~


I spent months figuring out the design and overall story structure. The result is a game with a narrator who can respond to everything important that you’ve done.
Are you focusing on investigating your brother’s fate, or are you digging into other areas of the story?
The narrator responds in context to your actions.

Forward is whatever direction the character is facing. This works in first or third person perspective.
Left or right, strafe.
Look input makes your character look around, rotating when you look too far.
Your flashlight shows you what you're looking at. Keep it charged.
When using your camera, you are focused on it.
The character is grounded and responsive to the game’s world.


You are actively investigating and the character is aware of things around him.
Is there an obvious clue in front of your character? He will look at it as long as it won’t break his neck.
If your flashlight is out, he will point it at anything important.
He is trying to tell you what he can.
There is no HUD or glowing objects. No quest makers. You have your flashlight and a camera you found to investigate your lost brother.
You're not a fighter or a reporter, but you may end up fighting for your life and looking for other stories.
The building is being designed to have a natural flow, with in-game maps of the facility to guide players. Like maps at malls and campuses.
The next facility is inspired by research into architectural blueprints and interior design.


This current level is my testing grounds for designing the systems. A majority of the current game assets are still placeholders. This is not the final facility. Far from it.
Getting the final art assets will come next year. I’m currently designing the story, the clues, and what I’ll need for those assets. Everything is being tested here.

One storyline is the fate of your brother. Second is the history of your digital camera and its creator. Third deals with other survivors and another monster in development.
The way that the narrative works, you can bend the story, going from one storyline episode to another. The progression depends on what clues are stored on your camera as you end a level.
Investigate and photograph what you want. Until you get to the climatic episode.
However, your main antagonist, the Narrator, has control over the facility’s trans-dimensional research. He can use it against you. Between episodes, you are flown back through the level as furniture rearranges itself.
Between episodes, pathways that were blocked may be opened. Doors that were open may be barricaded.
Clues available are unique to each episode. And I'm currently working out how other survivors will play into the story.



You found a camera on entering the facility. It's history is tied closely to the facility's downfall and the fate of its past inhabitants.
The camera was an experimental device created by Dr. Chen, the head of the HLRG's trans-dimensional research. It was stashed when she realized it the camera was interacting with local matter in unforeseen ways.
Her camera revealed that reality wasn't entirely there. It interacts with the world in interesting ways.
No quick time events or dialogue menus, no HUDs or quest markers in the way. The story plays out every step you take, every decision you make. Find the story before the Promethean finds you.
When you're running from the Promethean, either hide or find something to pick-up and toss. Anything that isn't nailed down.
I just finished refactoring the throwing system to allow picking up hierarchical instance meshes, along with a throwable object pool manager.

And with that, we'll call it a log. I plan to get another update done before the end of the year. Thanks for reading and stay turned.

Hi! Long time no announcement!
Hope all of you are doing great.
For the longest time Immortal Space God's Steam Store page had no trailer - that's kind of odd isn't it?
Well I corrected that and you can check it out on the main store page - or via YouTube.
If you don't mind me rambling a bit, this is maybe a bit rougher quality trailer than usual, I sort of rushed on making it. Normally one of these trailers would take me a week or two of work, but this one took only a few days.
The goal is to prepare for a demo of Immortal Space God to get some "early" feedback and see how you all respond to it.
If you are curious, please keep the project in mind and check back in the upcoming weeks.
thanks!
Paul
This is another really big update in a relatively short succession. Major updates are normally supposed to have larger gaps between them, but this is just how it worked out.
This build includes a huge amount of new stuff related to the VR World and Torment Vessels, and how you can manage those. This is something that people have been waiting on since the start of Early Access, and it was one of the biggest "early things that are incomplete" that a lot of people would notice.
This build also has a bunch of updates to the modding framework to make it more powerful (and to make it fully function in general). There have been several folks who already were working on some mods, most notably Pingcode and Puffin. However, they very generously donated their work to be part of the actual main game, so there haven't been any actual example mods around for prospective modders to look at. I've therefore added two of those (one that is more xml-focused, the other of which includes code) that are now shipped with the game. As mods to play with, they're not terribly interesting, but they're kind of case studies.
There's other bits in this build as well, but those are the highlights. Big builds have been coming rapidly in the last week, which is just kind of a coincidence. There's going to be a bit of a quiet period while I get the next batch of big builds ready to go -- Civil Spycraft is up next, and then I'm on to the Tier 3 goals, etc. There are, overall, 5 big sprints left before this game is ready for 1.0.
If you’ve spent time with Heart of the Machine and want to leave a review, that’d be appreciated. No need to say more than you mean, but if you’ve been meaning to write one, I’d be grateful. Steam reviews carry weight. For a project like this — developed by a single person over many years, every review makes a difference.
Honest thoughts are what matter. Whatever your experience has been, sharing it helps. It’s a powerful way to have your voice heard and contributes to how future patches are prioritized and addressed.
Thanks for reading and for playing.
[expand type=details expanded=false]Full notes here.
Want to stay in the loop or share your thoughts? Join the conversation across these platforms:
💬 Discord – Best place to share feedback, get direct responses, and to talk about Heart of the Machine.
📜 Reddit – Discuss strategies, share ideas, and exchange tips with the community.

We've returned from PAX Aus, where we showcased a significantly expanded demo compared to last year's maiden voyage. This build is much closer to representing the core game loop and vision for the game!
The reception from players and onlookers alike has been incredibly positive. So many have been generous in offering thoughts and feedback, reflecting a genuine interest in both the concept and the development process. To everyone who took the time to play, watch, or share their input - thank you all very much. Your support and investment in this project means a great deal.

Hands are back on deck, and equipped with valuable feedback from the event, we're now focused on smoothing out and building out the demo further. It's designed to serve as the tutorial and onboarding experience for the full game.
Expected changes and additions include:
UI/UX fixes for optimal communication and flow
Doubling the number of abilities available
Added mob type
Arena battle
Boss battle
More excitingly, our next major milestone is getting the demo onto Steam and into as many hands as possible!

As we move towards the full demo release, we've transitioned our playtesting to Steam. We'll be conducting extensive playtesting sessions to identify bugs, test flow and communication, assess performance (both single-player and co-op), and refine balance.
If you'd like to join our playtesting group, use this link to join our Discord server, register your interest with the admin, and keep an eye on announcements for the next testing round!
Want to follow along with our development journey and help shape the game? Join our Discord and socials through our Linktree to stay connected, share your input, and be part of charting the skies of the Celestial Isles.
Linktree Website Discord YouTube Bluesky X/Twitter Instagram TikTok
Hello everyone, this is JipangYi Games.
We’re excited to announce that the demo for Haetae: Guardians is now live on Steam! 🎉
In this demo, you can experience:
Top-down action-adventure combat
The opening story and exploration
Core gameplay features like dodging, summoning, and skill-based combat
This version is still under development, and your feedback will be invaluable in shaping the final release.
Please share your thoughts, suggestions, or bug reports in the community hub —
we’ll be reading everything carefully. 💬