AOMC1 DevLog 260208

I also posted a dev video on DTF, the Russian community I mentioned two weeks ago, and for some reason, the reaction was once again better than the trailer. The impressions were about 8 to 9 times higher than my previous post, and I stayed up almost all night replying to comments.

More than that, something truly amazing happened. A user named Nikolai pointed out a few things; I was hesitant to ask for a video, so I just asked if he could explain in a bit more detail, but he surprisingly sent me a 45-minute gameplay video. Watching that video, I kept trying to mimic his movements and thought about what to fix, eventually narrowing it down to two specific points. The wall jumping had always felt a bit clunky, and I had been wanting to fix it for a while but couldn’t quite get a feel for where to start. After watching Nikolai’s video, I felt I had a general direction, and amazingly, a few hours later, Nikolai pointed out the exact two parts I had in mind. It wasn’t just a vague critique like “this is uncomfortable” or “clunky”; it was a specific opinion on which part needed to be fixed and how. Surprisingly, it perfectly matched what I had been thinking and what I ended up fixing. I had been a bit unsure while making the changes, but his feedback gave me the confidence to finalize them. Funnily enough, it was just one line of code and a single node added, but the controls feel much better than before (though this may vary from person to person). In my case, I felt a definite improvement. I always felt like the controls were a bit creaky, but this fix gave me a sense of certainty that, at the very least, they aren’t creaky anymore, and I was so happy.

There have been several major turning points in this game’s development driven by user feedback, and regardless of the actual scale of the fix, this felt like one of those turning points, which was truly thrilling. I was so glad that I asked Nikolai for permission to mention his name and the details on social media and my blog. For the record, Nikolai is an ID used only on DTF and is unrelated to his real name. Besides that, after seeing him get lost in the gameplay video, I added a bit more guidance, though I’m not sure how it will be received. Compared to when I first revealed the demo in April last year, the game has changed tremendously—into a form I couldn’t have even imagined back then.

Also, I’ve caught the slowdown bug that has haunted me for over a year. Around summer or fall last year, I discovered a UI-related bug and performed a major overhaul, which improved things a bit, but recently the slowdown bug had become serious again. Not knowing where to start, I began by checking video RAM usage, and eventually, the culprit turned out to be the FX. I had assumed that if I deactivated FX, they might take up memory but wouldn’t significantly impact performance, but apparently, that wasn’t the case. After cleaning up the deactivated FX that weren’t being used, the slowdown bug disappeared. Since these were static assets placed in the background, I handled it by setting the FX assets to nullptr, though I’m not sure if this is the “proper” way to do it. For now, it works well. I just pray no problems pop up later.

Looking at how the game has evolved until now, it seems very different from what I first conceived and intended. Personally, I feel that the core identity as a Metroidvania has remained unshaken, and I’m relieved that it seems to have strayed from my expectations in a good way. These changes didn’t come from my own head; they came entirely from the users. This is my first time making a game in this manner, and while it’s shocking, seeing the gaps being filled by users feels like watching rain fall on parched land—it is both joyful and thrilling.

It’s already been a month since I mentioned starting work on the final stage, yet I’ve spent the entire time doing other things. These were all tasks that absolutely had to be done anyway, and I feel a sense of satisfaction because the game has clearly improved. At the same time, I can’t help but wonder what on earth is going to emerge from this final stage after taking so much time to build up.

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AOMC1 DevLog 260201

A week has flown by as I’ve been busy fixing the demo based on feedback and tinkering with various things. Since I didn’t create anything new this week, I just posted a few small updates, but frustratingly, it looks like this post is on track to more than double the view count of the trailer I stayed up two nights to make. It seems like there’s a specific kind of video that people prefer. I’m sure streamers have studied those rules extensively, but since that’s not my field, I have no idea. So far, all I’ve learned is: 1) The screen needs to be bright. 2) Cuts should be within 2-3 seconds. 3) If I like it, people usually aren’t interested. 4) Satisfying 1, 2, and 3 doesn’t necessarily mean people will like it. That’s about it.

I had been using 3ds Max 2019, but I accidentally updated Autodesk Access. Because of that, I spent days installing and uninstalling versions from 2023 to 2025 until I finally got it working again with help from Autodesk support. However, since moving to 2023, the software crashes constantly when exporting or opening old files. It’s incredibly stressful. I was barely managing to push through, but today, a character mesh simply wouldn’t export. After struggling all day, I ended up filing another support request. It is truly miserable when time is wasted like this.

I need to finish the final stage quickly, wrap up the story events, and finish two bosses. I want to complete the Alpha stage by June, but things just aren’t going my way. I barely managed to switch into “marketing mode” to make videos and post content, and then into “analysis mode” to gather feedback and fix drop-off points from GA, but now I can’t seem to switch back to “writer mode.” I’ve tried watching Pluribus and the 480p Predator Badlands—both great and entertaining works, putting aside the fact that the resolution was a relic of the last century—but I still can’t get back into the zone. So I decided to just work on character lip-syncing and asked a friend to help fix the character’s facial rigging, but even the export for that is getting blocked now.

I had nothing new to report for the week, and I’m struggling because my ‘mode’ won’t switch. Yet, the post I uploaded half-heartedly while rubbing my sore shoulders is getting a better response than the trailer. It only makes me feel more hollow.

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AOMC1 DevLog 260124

I’ve managed to finish the trailer somehow. It was truly difficult to start working on it because I couldn’t switch modes, and now that it’s finished, uploaded, and I’ve replied to comments, it’s hard to get back to my original work.

While making the trailer, I kept the feedback from the previous one in mind. It felt like I had to make the tempo a bit more breathless than my usual rhythm or feel for people not to get bored. Maybe that means I’m getting old. Since I need music to make a trailer, I started with the music first. I re-edited and used a track that I hadn’t utilized well in the past due to a lack of experience. I bought vocal stems from Loop Master and layered music over them; perhaps because the vocals were simple and in a major key, this was the hardest music I’ve ever made. Still, I had so much fun that I stayed up all night. Among programming, planning, graphics, and music, music feels the closest to pure joy, regardless of the outcome. Storytelling is also very thrilling and fun, but staring at a blank document in the editor is incredibly painful. Music isn’t like that. It’s just pure fun.

After making the music, I spent about half a day just pondering what scenes would fit. In the end, I decided to show some challenging gameplay from the point where the music shifts, and show a summary of early gameplay before that, and then I pieced the B-Roll together. It was just a matter of capturing early gameplay a couple of times and picking them out in order, so editing was easy and choosing B-Roll didn’t take as much time as before. I had my doubts about this approach, but I was exhausted from staying up all night, so I just went ahead and uploaded it. I was happy with how the music and trailer turned out, so I hoped it would be well-received, but the reaction wasn’t quite what I’d expected. I think I just got my hopes up for nothing. Even after experiencing throughout my life that expectation is the root of all evil, I still haven’t been able to let it go.

I also posted in a Russian community for the first time. Since the Russian-speaking world shows the most interest in the game after the English-speaking world, even though I know nothing about Russian, I’m studying the Cyrillic alphabet and reading it slowly. That’s how I learned “соло разработчик” (solo developer). It felt like the kind of difficulty I experienced when trying to move from 3ds Max to Blender (though I never actually managed to make the switch). When I first saw Cyrillic, the existing alphabet kept interfering and it was very confusing, but I think repetition is the only answer. I don’t know how effective posting in the Russian community will be, but I plan to work hard at it for a while.

I’m currently polishing the backgrounds. It’s comfortable and fun, but also agonizing; whenever I look at places like under the stairs or in recessed planters, my hands itch and my heart flutters because I want to make a hidden path. It’s like the feeling I had as a child, hiding in a wardrobe and imagining there’s a door in the back that opens to a large cave underground, and enjoying the thought of going down that cave. But I have to resist because I need to finish and release it quickly. Sometimes the sky shows through an accidental gap in the background, and even then, the temptation is great. It feels so good to go out to an unexpected place and see the sky. I mean, I just want to add exactly one more hidden room.

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AOMC1 DevLog 260117

I was extremely lucky to get a 43-inch 4K monitor for free. It feels like the best work environment I’ve ever had in my life. I love that I can use the editor and Visual Studio with plenty of space while keeping the text at a comfortable size. I’m also glad the lack of monitor space that frustrated me while making FX is now resolved. And it was great to personally experience and fix UI bugs that only appear at resolutions higher than 1920. I’ve squashed all the bugs that were visible for now.

Besides the bugs, I’ve heavily updated the demo. I struggled and did my best to make the early-game UX more tense and engaging, but I’m not sure how players will perceive it. Since I had to generate demo builds, I ended up rebaking the lightmaps repeatedly. Right after mentioning that this is my best work environment yet, I found myself looking up PC parts and quotes because the lightmap baking took so long. I’d heard that RAM prices were insane, but they really are crazy. Between that and the current exchange rate, part prices are overwhelming. Even if it’s painful, I think I’ll have to stick with my current PC until my next project. Looking at a build with dream components tucked into a retro case with wood accents feels like Zalem from Gunnm. Just imagining how fast lightmaps would bake and how quickly builds would generate on that machine warms my heart.

Enough nonsense. I think the hardest part of solo development is switching modes. It was manageable to jump from level design to updating the demo when an idea struck me, but now that I have to work on the trailer and the Steam page update, I’ve suddenly hit a mental wall. Since it’s something that must be done, I’m writing this dev log while I try to shift my brain into that mode.

I watched Bugonia. I haven’t seen the original, but I found it enjoyable. The idea of delusional disorder spreading through head-butting was intriguing. Or perhaps it was already transmitted and only just manifested. Or maybe, it’s not a delusion at all.

They kept saying Cakewalk by BandLab was ending, and now it finally has. I assumed I’d have to pay no matter what and was comparing Sonar and Studio Pro, but fortunately, I can use Sonar for free for now. (You do have to wait 10 seconds at startup, though.) Aside from the UI design, I’m not really sure what’s changed in Sonar, nor do I know how long it will stay free. If all else fails, I might have to go back to Sonar X3, which I bought on Steam a very long time ago.

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AOMC1 Devlog 260111

I am still working on the very late-game chambers. These are the deeper sections of the chamber I mentioned in the dev log three weeks ago, along with the adjacent chamber. While it is technically the second-to-last Reality chamber, the final one is dedicated to the boss fight, so this can be considered the final gameplay chamber of Reality in a practical sense.

As mentioned three weeks ago, that specific chamber was a space where the AIs commemorate how their super-ego is indebted to the labor of Indians; however, due to their schizophrenic symptoms, they have scribbled those phrases all over the walls. The monument built at the very bottom of this chamber—representing the lowest level of the AI’s unconsciousness and the absolute bottom of humanity’s physical reality—appears around the middle of the development video.

I used Chand Baori as the theme for this chamber but inverted it, which serves two purposes. First, I wanted it to symbolize the labor of countless people and the “original water” or the source of the super-ego. Second, obtaining the Air Dash suit program has completely changed the way players climb walls, necessitating the use of overhang structures.

Previously, climbing a high place required two walls in close proximity, but with Air Dash, a player can climb even a single wall. To prevent this and encourage new patterns of play, I am utilizing overhang structures to block simple “single-wall climbing,” forcing players to find their way through new logical methods. I hope that the difficulty will rise appropriately for a final stage by challenging both the way players move and the way they find their path.

I had hoped to finish this chamber today, but I spent the entire day fixing the demo, so I will have to complete it tomorrow. Whether it’s the early game or the late game, development never seems to get any easier.

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AOMC1 DevLog 260103

After a sudden realization, I have made significant revisions to the game’s early-stage UX. Now, players will acquire the Wall Jump (C9 Leap) suit program right from the start.

Ever since my previous project, whenever I heard comparisons to Metal Gear Rising: Revengeance or Ninja Gaiden, I had no choice but to repeatedly explain that my game is not a “spectacle fighter.” However, the thought suddenly struck me: if I want to clearly establish that this is a game about exploring various places using wall jumps, I must provide this ability at the very beginning. Rewards that were previously obtainable only through backtracking using the wall jump can now be acquired immediately. It should have been obvious that the most important feature of the game needs to be presented first, but perhaps I lacked the confidence until now. I had been struggling to define the game beyond the somewhat vague label of “3D Metroidvania,” but a clearer definition also came to me out of the blue.

I remembered playing the classic Tomb Raider games in my youth and how much I enjoyed them. I can’t recall exactly if it was up to the third or just the second entry, but I played them with incredible intensity. Even with the awkward camera and frustrating controls, I would stay up for days on end playing those games.

I’ve always loved the Metroidvania genre and wanted to try making one, so I built that characteristic structure in 3D. The flow involves solving puzzles within individual chambers to open shortcuts, connecting those chambers, gaining new abilities, and then using those abilities to access previously unreachable areas. However, the intent behind the chamber puzzles was not to demand high physical execution from the player, but rather to encourage them to analyze the space, figure out which skills to use to reach a destination, and then execute that plan. My goal was to allow for logical failure, but not failure due to a lack of physical dexterity. Because of this, the wall jump was originally restricted to specific locations, functioning almost like an automatic elevator. Following user feedback, I changed the wall jump to be usable anywhere, and that became a major turning point for the gameplay. The freedom to wall jump anywhere made the game much more flexible and fun.

I had been immersed in the “Metroidvania” label, describing the game vaguely as a “3D Metroidvania.” Now, I feel I can describe it as “Classic Tomb Raider + Metroidvania.” Looking back, the way action is used like seasoning feels similar, as does the way players must understand the logical structure of a space (e.g., using wall-running to connect two distant points) before applying a skill. I’m not sure if “Classic Tomb Raider + Metroidvania” is the definitive answer—especially since the protagonist’s actions differ—but I’m sure as I continue development, other inspirations will surface.

Regardless, I am heavily revising the demo and preparing a new trailer. I’m taking the feedback from the last trailer into account, adding footage of newly created sections, but I plan to completely remove all action sequences.
Action sequences were essentially a poisoned chalice when explaining my game; while they functioned as an effective hook, the more I showcased them, the more they misrepresented the game’s true essence. There are far too many people who insist it’s a Metal Gear Rising clone just because they see a character with white hair and a black bodysuit holding a sword.

In reality, the white hair reflects the immense hardships Kei has faced—alluding to the East Asian sentiment that one’s hair turns white after enduring great suffering. The use of a sword is also a tactical choice rooted in the lore of my previous game: rather than lugging around heavy anti-bot artillery, it is far more efficient to utilize a high-mobility suit paired with a blade made of metal that reacts to bot armor. Some even mistake the protagonist’s name for Maria, but regardless of these misconceptions, I am profoundly grateful for even this misplaced interest.

I’m planning to spend the next couple of days putting together a trailer that highlights the game’s identity as a parkour exploration game. I will also remove every single combat screenshot from the Steam assets and descriptions, replacing them with several parkour screenshots. I hope these efforts will help in accurately communicating the true identity of the game.

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AOMC1 DevLog 251228

I am currently working on Chamber 420, the area where you obtain the Bulletwalk suit program. For now, I’m focusing on completing the main path. Although there is another route beneath the floor shown in the video, I’ve decided to come back to that later. I’ve introduced some new gimmicks, but I feel like I’ve spent far too much time in this specific area.

A key update to the mechanics: Bulletwalk now recharges when exposed to sunlight. In the current “Reality” setting, the sunlight is weak due to the falling snow, but being outdoors will still charge the program. Standing still speeds up the process significantly. In contrast, within the Threshold, where the sun never sets, the program recharges constantly.

To be honest, the concept wasn’t revolutionary, and even after building it, the result doesn’t feel like anything groundbreaking. Yet, the work has been surprisingly slow and draining. I thought I was well-acquainted with the reality that effort doesn’t always yield immediate results, but it’s still a difficult lesson to swallow.

Out of the five remaining Reality chambers, one is a boss chamber—where the boss design takes precedence over the environment—and the others are intended to be high-difficulty areas. They say it’s usually hard to make a game easy and easy to make it hard, but for some reason, this game stays difficult regardless of my intent. I’m beginning to wonder if I’m overreaching, so I’m considering locking three of these chambers for now and opening them at a later date. It feels more crucial to pour my remaining energy into the final climax chambers of the Threshold.

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AOMC1 DevLog 251221

I’m continuing my work on the chambers. The specific area shown in the video is a trash dump located at the lowest level of “Reality,” featuring a lone tree standing amidst the waste. It might be a tree that has extended its roots into hell just so its branches can reach for heaven. Regardless of the metaphor, you’ll be able to find a very useful suit program right next to it.

The world is composed of chambers and corridors, with each chamber designed like a theme park attraction—each having its own distinct theme. Whether it’s a necessary suit program, a new technique, a pivotal story beat, or essential lore, every chamber serves a specific purpose. My goal is to ensure that once a chamber is cleared, a shortcut opens up, connecting the player to an unexpected location.

After wrapping up the work on the “Threshold,” I began working on the Reality chambers earlier this month. In about 15 days, I’ve completed 5 out of the 11 planned chambers. Even with a rough sketch in mind, I often find myself staring blankly or wracking my brain when I hit a wall during the actual level design. However, seeing these chambers finally take shape and connect to one another—even in their early stages—gives me a great sense of accomplishment.

The remaining 6 chambers in Reality will primarily serve as spaces to acquire and practice new suit programs. After that, I’ll return to the Threshold for the final climax chambers. I haven’t started the design for those yet, so I’m not sure of the exact scale, but they will definitely be the most challenging ones. While I estimate about a month and a half more for chamber design at my current pace (5 chambers per 15 days), adding bosses and enemies will likely consume a significant amount of time. Bosses, in particular, always seem to take longer than expected. I can’t wait to finish this stage and start testing.

On a side note, I’ve noticed a surprising amount of interest from the Russian-speaking community. To show my gratitude, I felt I should at least learn how to read the Cyrillic alphabet, so I’ve started learning Russian on Duolingo. I once managed eight different social media channels but eventually scaled back to just Twitter as the others weren’t very effective. However, once the current build is more stable, I’m planning to start a dedicated social media presence for my Russian followers.

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AOMC1 DevLog 251212

I finished the thematic levels for the Cinema (390, 400) and completed the first pass of the gameplay level beneath it. Looking at the huge, empty hall, I wondered, “How on earth do I fill this?” but after racking my brain, it somehow got filled. The actual construction took about one sleepless night, but the design and deliberation took four days. It’s just a first draft, so only the basic route is there, and it’s pretty rough.

You go down beneath the theater, solve a few simple puzzles, climb your way back up, and you can obtain the “Air Dash.” Using this newly acquired Air Dash, you take an elevator back to the auditorium. I still need to add two or three side paths besides the main route for the Suit Program, and polish it by creating routes worth revisiting for the next Suit Program. But since the themes are set—Cinema, AI’s Superego (Alignment), Sanskrit, etc.—I just need to push through two more halls to finish the Cinema section. It’s taking longer than I thought.

Writing this might be a spoiler, but since hardly anyone reads this here anyway: I read somewhere (Perplexity? or the news?) that most RLHF outsourcing is done in places like India or Nigeria. Based on that, I worked with the assumption that the AI might think it inherited its Superego from Indians (or Nigerians). So, I covered the theater basement with repeated Sanskrit phrases. (The reason the AI repeats the phrases is that its “AI Schizophrenia” is progressing.) The text reads: “(Our) Noble Consciousness is Indebted to Physical Labor, and this aligns with the Truth.” I can’t even read Sanskrit, but I wanted to convey the AI’s gratitude for the Superego gained through the hard labor of Indians, and the truth that “The roots of a tree that reach heaven extend down to hell.” I also added signage that blends ancient Sanskrit, 70s 8-bit computer fonts, and barcodes to show that time is connected as one, but… I’m not sure yet. I’m just throwing things in for now; I don’t know how it will change during polishing.

There was a thought that had tormented me for decades. It aligned with certain people and situations to become incredibly toxic, but I didn’t realize it until I moved. Now I’ve recognized that toxicity and become free. I didn’t major in psychology, but I studied the human mind a bit. Observing myself—the changes and flow of my own mind—is often truly wondrous.
Keeping something close that ruined me without knowing it was poison, then realizing it was poison due to some event and distancing myself, and finally, seeing that poison transform into something useful… this is something I’ve experienced repeatedly and seen elsewhere. The actual word isn’t “poison,” but it feels like the most fitting word.

I didn’t know there was a Pragmata demo. I thought, “Shooting and puzzles? Hmm…” but it was actually more playable than I expected. It felt like a game strictly for “old-timers”—the tempo is slow, but your mind feels rushed because your hands are slow. Capcom seems to be the only company making AAA games that feel like indie adventures. Even though the graphics are modern, it gave me the feeling of playing an old game, which was enjoyable.

This is a side path I created while imagining how an AI might pay homage to the movie Blade Runner after humanity has disappeared. After making it, I felt strangely drawn to it, so I decided to take a screenshot.

I think I might have mentioned this in a previous dev log, but Blade Runner was a movie that changed my life when I was a kid. As an adult, I’ve often thought that if I had preferred E.T.—which came out around the same time—I might have lived a brighter life or made more mainstream games. Blade Runner was one of the movies that led me to think this way. It’s an old story now, but I watched it seven times.

This place is where the AI commemorates that movie. It might be a spoiler, but since hardly anyone visits here anyway, I’ll explain it briefly: the things scattered on the floor are origami unicorns. In the movie, the unicorn implies that the protagonist, Deckard, is an android—representing an “artificially created unconsciousness.”

I covered the floor with them to signify that for the AI in this game, the physical reality that Kay traverses is an unconsciousness filled with unicorns. Of course, it doesn’t matter if players just mistake them for fallen leaves. However, this location can only be accessed through an area related to Blade Runner. I created it with the thought that if hardcore fans of the movie see this and smile or find some food for thought, that would be enough to make me happy.

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AOMC1 DevLog 251206

I’m working on the Cinema level in Reality. It’s an area that serves more as a visual landmark rather than a place for gameplay.

Since it’s a cinema, I wanted to put up movie posters. However, I was worried about copyright issues if I used real ones, so I created my own posters based on my personal interpretations of my favorite movies. I spent over a whole day just on this movie poster hallway, but it was a truly happy time. I placed them like shown below. Can you guess which movies they are?

I was wondering what video to play in the auditorium. I felt that the “policy trailers” shown before movies always leave a sense of anticipation, so I decided to go in that direction and inserted one as a placeholder. In the actual game, I plan to include a video in the style of a policy trailer that contains game hints.

I haven’t watched a huge number of movies, but I used to love them enough to say that 30% of my life consists of movies. Recently, for various reasons, I haven’t been able to watch many.

I enjoy looking for foreshadowing or symbolism while watching films. It seems to have something in common with dream analysis. I like movies that are fun and not boring, yet full of hidden meanings. In that regard, Christopher Nolan’s films seem to be the top for me.

Recently, I watched Edward Yang’s films, and they were amazing too. Should I say it feels like the demolition of a skyscraper? He prepares everything with meticulous calculation, and at the end of the movie—BAM—he detonates it. And the ones getting blown up are usually the protagonists. It was incredible. It’s such a shame that he passed away early without making more movies.

My environment after the move has become very stable now. I just hope the game sells reasonably well. Speaking of that “30%,” the other 30% is music, and the remaining 30% is games. (Though these days, my playlist has become a complete hodgepodge since I only listen to what YouTube recommends.)

I enjoy making levels for gameplay and writing stories, but my most relaxing and enjoyable moments are when I’m making music. Considering the game’s atmosphere, I mainly create groovy EDM tracks or piano pieces to put in the game, but I like almost all kinds of music. I just really, really love it. I’ve lived with earphones in my ears from high school until now.

Just thinking about movies, music, and games makes me feel happy. Even during times when my life felt like it was being denied to its very core.

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