- The Wolf in Me Is Still Alive - 19 June 2026
Hello everyone,It's been a while since the last update on The Wolf in Me.The past several months have brought a number of personal and technical challenges, including health issues, moving across the world multiple times, financial difficulties, and a computer failure that left me without a proper development machine.As a result, development slowed down significantly.However, one thing hasn't changed: The Wolf in Me is still alive.My current focus is rebuilding my workstation, getting back into a stable routine, and returning to development one step at a time.Thank you for your patience and for continuing to follow the project. Your support means a lot, especially during difficult times.More updates soon.-Dani
- Adding Keyboard & Mouse Support - 29 April 2026
I’m working on full keyboard and mouse support for The Wolf in Me playtest, since the game was originally designed controller-first.Honestly… making keyboard, mouse, and controller switch seamlessly in any combination has been a real nightmare.I also added a PC setting to choose your preferred controller icons. Maybe not the most elegant solution, but it gets the job done.All prompts update in real time the moment you change input.
- New inventory UI redesign - 22 April 2026
Inventory and equipment are combined into one screen, built to make decisions faster and easier.Compare gear, check stats, view level and attributes, and instantly see how items affect damage and armor.A lot of information in one place, but designed to feel clear and friendly.
- I Turned My Friend Into a Character in My Game - 12 April 2026
I’ve been turning friends and family into NPCs for my game.This is Rob.He wanders the wilderness, lighting campfires in the darkest places.He doesn’t judge. He doesn’t push. He just sits with you… and helps you find your way.When designing characters, I try to start from something real.Not just how they look, but who they are.Rob is built around a simple idea:Some people don’t fix you. They just stay with you long enough for you to find your way.“Not all light comes from lanterns.”Every campfire he appears in is meant to feel like a second chance.
- Working on a new boss ability in The Wolf in Me - 6 April 2026
This enemy can throw and recall his shield, forcing the player to dodge instead of block. Getting hit results in a knockdown, leaving you vulnerable and under pressure.The goal is to create fast, readable combat where mistakes have weight, without feeling unfair.Wishlist on Steam if you want to follow development.
- New Trailer | The Wolf in Me - 31 March 2026
A new look at The Wolf in Me.A narrative-driven action game about losing control… and choosing whether to take it back.Combat pushes you toward the beast. The more you fight, the harder it is to stay human.Watch the new trailer below.👉 Wishlist on Steam
- The first boss of The Wolf in Me - 29 March 2026
A fallen knight, once honorable, now consumed by decay. His body is breaking apart, bone exposed, flesh failing, but his skill remains.Because rank does not fade with the body.He fights with precision, discipline, and a wide range of techniques, forcing the player to respect him, not just survive him.This is not just a monster. It is a warrior, refusing to be forgotten.
- Lobo is now The Wolf in Me - 24 March 2026
I've updated the Steam page with new visuals, direction, and a stronger focus on what the game is really about.A narrative-driven action game about losing control… and choosing whether to take it back.If you’ve been following the project, thank you for sticking around. If you’re seeing it for the first time, welcome. 👉 Wishlist The Wolf in Me
- First Prototype of the Werewolf Transformation | Lobo Devlog - 6 March 2026
After years of development, the first prototype of the transformation is finally working.Still a lot to polish, but it’s exciting to see it in motion.Lobo is a narrative-driven action game about struggling with the beast inside you.
- Designing Optional and Minimal Tutorials in Lobo - 24 February 2026
Tutorial design is always controversial and surprisingly hard to get right. After talking with different players, this is the approach I’m taking in Lobo.I treat tutorials like a necessary evil, similar to taking a pill for a headache.They are totally optional and can be disabled in the settings.They’re easy to skip, especially if you’re already familiar with the mechanic.I keep them to a minimum, only for mechanics that aren’t immediately obvious.They are brief and straight to the point.Yes, they break immersion, and that’s okay. They’re meant to be consumed as quick pieces of information, not as gameplay moments.Whenever possible, I pair them with a practical gameplay situation, so your brain can immediately use, assimilate, and remember the mechanic.As a gamer, do you prefer quick, skippable tutorials or tutorials fully integrated into gameplay?
- Foreshadowing Gameplay and Rewards to Keep Players Engaged in Lobo - 22 February 2026
As a game designer, one of my biggest challenges is keeping players engaged and maintaining a good gameplay rhythm, like a rollercoaster that never fully stalls.One technique I use is foreshadowing, offering small hints about what’s coming next. This can be done through environmental storytelling, bits of lore found while exploring, or even items you can loot. The key is to keep it natural and well-paced, so it fits the story and doesn’t feel forced or artificial. There are a lot of moving pieces that need to work together for this to feel right.In this example, the player loots the body of a fallen werewolf hunter. The body itself is already an important story beat, but alongside it, you find something exciting: the first firearm, a double-barrel pistol. You can equip it, but you can’t use it yet, because there are no bullets… for now.This moment comes after a calm stretch of traversal…
- Building Dialogue and Facial Animation in Lobo - 17 February 2026
No mocap, no actors, just a solo-dev workflow to bring dialogue to life. I use simple facial animations and lipsync to help players connect with the characters, understand their personalities, backgrounds, and the struggles of living in a harsh world.The voices you hear right now are AI placeholders and will be replaced later with real voice actors. This setup lets me prototype, iterate, and shape the narrative while keeping development flexible.
- The Spectator Camera System - 15 February 2026
This cinematic camera system is only used during enemy finishers that kill the player, or in some player finishers. I call it the Spectator Camera, and it’s fully dynamic, generated on the fly to find the best possible shot based on the environment and the positions of both the player and the enemy.The main challenge is that these moments can happen anywhere and at any time, so the system needs a safety net for cases where the default shot would be poorly framed or heavily occluded. To solve this, every time the camera is triggered, I run a quick test around the center of the action.The system checks the four main directions using simple line traces to see which side is free and not blocked by walls or other objects. If a valid spot is found, the camera moves there, and the Black Eye Camera system adjusts the framing and follow direction to keep the shot clean and readable.In the video,…
- Secrets of Lobo: Gates, Lanterns, and Post-Apocalyptic Lore - 10 February 2026
In this devlog, I wanted to share a small piece of lore from Lobo.Inspired by The Last of Us, where doors need electricity to open, Lobo features progression mechanics tied to ancient gates. The world is a post-apocalyptic valley, shaped by a brutal war between humans and creatures like the undead and werewolves. Being physically weaker, humans built massive walls around the valley to protect themselves and allow safe travel across the land.Today, those walls stand in ruins, silent witnesses to the war. But the gates still preserve their old human-made security systems. One of these mechanisms relies on lanterns placed along the paths: every lantern must be lit for a gate to open. If even one is extinguished, the gate remains locked. This was designed to keep the fog at bay and ensure that only humans, capable of maintaining the lanterns, could pass through safely.Some gates were also b…
- Improving Performance with Distance-Based Enemy AI in Lobo - 8 February 2026
In Lobo, encounters are designed with a few enemies at a time, rather than huge crowds. This is both a design choice and a technical necessity. By design, encounters should feel meaningful and challenging, no matter the enemy’s size. Technically, smarter AI is heavier on performance: the more complex their behavior, the more processing they require. On top of that, Lobo is a small open world. Some enemies spawn at runtime, but most are manually placed in the level. To keep performance smooth while maintaining engaging encounters, I improved enemy “presence” with a distance-based system: A timer checks each enemy’s distance to the player. Distance bigger than 4000 units: Enemies are in sleep mode. No visibility, no tick, no animation, no AI. Distance 4000–2000 units: Enemies are visible in idle mode, but still mostly inactive. Distance less than 2000 units: Tick and animation are enabled…
- Anti-Spam Combat: Making Enemies Look Smarter in Lobo - 4 February 2026
Do you like to spam the attack button? Well… I designed this mechanic to protect you from yourself.Inspired by games like Black Myth: Wukong, enemies in Lobo can now create space when they detect repeated attack spam. Instead of just standing there and soaking up damage, they react. Some will jump or dash away, others will answer with fast, unblockable attacks that force you to dodge.The goal isn’t to punish the player, but to add more dynamism to combat. This system breaks mindless button mashing, encourages better timing and positioning, and makes enemies feel more aware and intelligent. Fights stay tense, reactive, and more fun, without becoming overly punishing.
- Stealth or Combat? Multiple Ways to Approach Fights - 1 February 2026
Heavily inspired by The Last of Us and its approach to offering different paths to the same outcome, Lobo lets you handle situations in multiple ways. You can go full berserker and face every enemy head-on, relying purely on your combat skills, or take a stealthier approach and use the environment to your advantage.In this example, I use wine bottles not to distract enemies, but to attract a Fallen’s attention away from an archway. By hiding in tall grass, staying crouched, and activating stealth mode, my footsteps become quieter, reducing the chance of being spotted. That creates the perfect moment to take the enemy down in a single hit with a stealth kill.Lobo is a solo-developer project, and I’m borrowing mechanics from the games that inspired me, simplifying them without losing their impact, to give players more meaningful choices in how they approach combat.
- Bringing Emotions Into Gameplay in Lobo - 27 January 2026
One of my long-time obsessions while making this game has been imprinting emotions onto characters, not just in cinematics, but during actual gameplay. It took a lot of experimentation to find a workflow that felt right, especially since I don’t have actors or mocap animations.I ended up turning that limitation into an advantage. Using a simple emotion library in Unreal Engine, I built a Blend Space with the emotions I use the most, like happiness, sadness, anger, and more. That lets me trigger emotional expressions dynamically during gameplay whenever I need them. In the video, for example, you can see an anger expression during an attack.These are small details, but as they say, the devil is in the details for a reason. You might not consciously notice them, but your brain does, and they add something subtle but meaningful. Since all my characters share the same skeleton, this system…
- Dynamic Finishers and Cinematic Combat Camera in Lobo - 25 January 2026
Following my recent combat micro-devlogs, this update adds enemy finishers when your health drops below a certain threshold. It makes fights more tense and forces you to stay alert when you’re close to death.At the same time, I redesigned the spectator camera using Black Eye Cameras to compose shots dynamically, without relying on sequencer. Everything happens in real time, allowing the camera to adapt naturally to the position of the actors and the environment.The result is more cinematic and epic finishers, with shots that feel alive and responsive. You can even catch smaller details now, like enemy facial expressions during the execution.
- Quick combat update for Lobo - 22 January 2026
I wanted to share a quick update on the basic combat in Lobo. One of the main changes is that even though the player and the Fallen Sentinel share some animations due to having the same stance, I added an additive animation layer to the enemy to make them feel more zombie-like. Since they are undead, this extra layer really helps sell the concept and fits naturally with the faction’s background story.In this video, you can also see the updated visual FX system. In the settings, players can disable gore effects and use alternative visuals instead. This feature was requested several times, so if you prefer not to see blood, you’ll now get cleaner, more friendly, and flashy effects.Lastly, I created a simple PCG tool to quickly block out arenas. It helps me define how much space is needed to move comfortably for each mini-boss and boss. Arenas in Lobo are designed to blend into the environ…