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As you all know, the loot system needs to be part of the Early Access release.
We could get away without the entire thing for the short demo phase, but for the full release we need, among other things, proper loot — randomized and varied to make each playthrough fresh and rewarding.
A loot system is not an easy thing. It’s not by chance that I chose not to include it in the demo yet (though the barebones were already there). But now that I’ve finally started and things are beginning to look like a proper loot and inventory system, I thought it would be a good time to share some of the progression.

It all began with a very rough prototype: rows of placeholder buttons representing “items” and a simple character view on the right. There was no real data, just structure — getting something that could be clicked, selected, and displayed.
At this stage, it was purely functional. The goal was to establish a base that could later handle proper item data, equipping, and saving.

Once the basics worked, I started implementing the logic for weapon slots — main, sidearm, and melee. This meant rewriting how equipping worked entirely.
I also added saving and loading, so items stayed where they belonged after reloading the character.
By this point, the system could finally remember what you picked up, and it started to resemble an actual inventory.

The first visual pass came next. The backpack UI was given its own proper material — aged leather, parchment textures, and rough paper slots. I cleaned up weapon icons, organized slot visuals, and added space for player stats.
It was still very barebones, but it began to feel like something you’d actually open mid-adventure.
After the structure was in place, I turned to the world side of things: actual loot drops.
Enemies could now drop items that could be picked up through proper player interaction — no more auto-collecting. Items spawned with their own pickup logic, and everything began flowing through the new system.
Behind the scenes, this meant setting up the loot tables — a flexible structure that defines what kinds of items enemies can drop and at what chance.
With pickups working, it was time to make loot interesting.
The system was expanded to include rarities, random stat rolls, and a flexible loot-rolling framework. Every weapon or item now rolls its properties when it drops, so no two items are identical.
Adding rarity also meant adding new visuals: colored particles for common, rare, and unique loot, and special indicators for rarer finds.
This was the stage where everything started to click — the technical foundation met the fun part.
Next, I made sure all that randomness actually mattered. Items now display their stats directly in the inventory, allowing you to compare what you’ve found.
Stat rolls affect gameplay, rarities are instantly recognizable, and the data is properly saved and loaded with your character.
I also added flair frames to the inventory view, giving rare items a distinct look. A quick glance now tells you whether you’ve picked up something special or just another worn pistol.
Currently, the system supports weapon drops only, and I’ll need to run a lot of testing before it’s ready for the beta branch. Once stable, the next steps will be introducing armor drops and potentially other equippable item types.
There are also smaller pieces of polish to add — sound cues, pickup effects, and subtle feedback elements to make looting more tactile and satisfying.
And yes… now that players can actually open and manage an inventory, I quickly discovered the need to temporarily place the player in a safe spot where they can’t be attacked while doing so.
(Some players are definitely nodding right now — “Raymond… yeah… just yeah.”)
It’s been a surprisingly big journey from those first placeholder buttons to something that feels like a proper system. There’s still a way to go, but the foundation is here, and it’s working.
Love you all,
Raymond
Hey, Warlocks!
Over the last few updates, we’ve been steadily introducing performance fixes and optimizations. This time, we went all-in. With this patch, we’ve done a big performance sweep, turning our focus behind the scenes to make Project Warlock II run smoother, faster, and more stable.
While those changes happened deep under the hood, the results should be clear in-game: higher FPS on average, reduced stutters, and better overall stability across all systems.
This update targets performance from multiple angles - enemies AI, scripts, input handling, and more.
Updated Unity Engine to version 2019.4.41.f
Monster AI Optimization
Optimized monster movement, senses, and overall AI routines to reduce CPU load during busy combat scenarios
Item and UI Script Optimizations
Reduced performance overhead from item script and weapon sprites
Enhanced UI responsiveness and enemy lifebar behavior for less impact on frame rates
Input Manager Optimization
Better, faster, and more reliable input handling for a smoother feel across the board
Fixed an issue where Beam Staff, Laser Rifle, and Laser Minigun projectiles would veer left instead of firing straight when aiming at the sky
Fixed an issue on Steam Deck where no save slot was highlighted when entering the save menu
Fixed an issue where keyboard prompts would appear instead of controller prompts on Steam Deck
This patch is part of our ongoing mission to make Project Warlock II run at its best. You should now see improved performance across the board, from steadier frame rates to a more consistent gameplay feel -especially in heavy combat situations.
We’ll continue keeping an eye on performance and tuning things further, but this update marks a big step forward in making the game smoother and more stable for everyone.
Until next time!
“Visions” brings a host of new systems and mysteries that push survival and sanity to the edge.
A strange sickness takes hold, twisting perception and blurring the line between reality and illusion. What you see may not be what truly is.
You’ll need to use all your survival instincts to overcome the sickness or it will take you. Prepare to face your fears, your mind, and the unknown!
Stay tuned for reveals of new features and additions!
Major Update 5: Visions - Coming in November 2025!
Join the other survivor on our Discord!
We are absolutely blown away that we were invited share a brand new trailer at this Fall's ID@Xbox on IGN's showcase. The trailer includes new gameplay including new enemies, devices and a world premiere of the cast reveal!

The original Don’t Fret demo launched just over a year ago—and since then, the game has evolved dramatically. We’ve completely redesigned several characters you might remember from the demo, including our protagonist, Fret. As development progressed, the story and world naturally shifted toward a darker, more mature tone. While Fret is still the same lovable guitar at heart, his original design no longer fit the atmosphere we were building.
You can expect Don’t Fret to feel much scarier and more intense than before—reflecting the deeper, more unsettling vision that the game has grown into.

The guitar tuner is one of our personal favorite devices in Don't Fret. It serves as a diegetic UI tool allowing you to see your health, stamina, battery count and battery amount - in addition to several other things that we'll keep to ourselves for now!

We didn’t want to reveal everything Don’t Fret has in store just yet—but rest assured, there will be a wide variety of musically themed puzzles throughout the game. Designing these puzzles has been a unique challenge: they need to be accessible and rewarding for both musicians and non-musicians alike, all while maintaining that eerie sense of tension that defines the game. It’s been an incredibly fun creative process, and we can’t wait for you to experience it for yourself!

We’ve been hard at work building a world that truly breaks the mold of traditional indie horror. Don’t Fret isn’t just a series of dark hallways inside a single environment—it’s an expansive, handcrafted world packed with places to explore. You’ll travel through classrooms, underground tunnels, campus courtyards, gondola rides, and more! Every area is built with care and meaning, designed to make the world of Don’t Fret feel alive, terrifying, and unforgettable.