- TriHebdo#7 - A new chapter - 6 September 2026
Helloo, how are you doing? I'm doing well.Just so you know, the demo is out, so feel free to dive right in. The last two weeks before launch were still packed with playtests and small tweaks to make the experience as enjoyable as possible.On my end, I'm steadily moving forward on the second chapter, and I'm heading right back to drawing the assets for it, aiming for a March 11, 2027 release.Here is the draft of the environment. In the next TriHebdo, I'll walk you through the different steps from this to the final game assets.See you in 3 weeks, Le DoubleSept
- Demo is out now! - 31 August 2026
Hello, this announcement is going to be extremely short because... the demo is out!Needless to say, I'm really eager for your feedback. Don't hesitate to reach out if you run into any issues along the way.Rally your friends and set off to discover Escape With Friends!Have fun, DoubleSept
- TriHebdo#6 - Demo, Demo and Networking - 15 August 2026
🎵 It's the tri-hebdo news, where we talk about three news each three weeeeks 🎵I decided to find a little jingle for this segment, but then I realized it's written, which inevitably makes it considerably less good.Anyway, what am I going to talk about? The deeeeemo, of course, and a bit of networking.Quick the demo will release on September 1st, 2026 on Steam (and it might already be accessible to some lucky folks).So what's in the demo?It lasts about thirty minutes and contains a modified version of the first part of the adventure (notably a fart bonus and techno music that both show up later in the full version).The final version of the demo (dare I say "gold"?) is currently in validation.A GameDev's WanderingsAfter much hesitation, I decided to build the demo in a brand new Godot project, since I only expected minor modifications (I was wrong...), and it let me keep a separate git r…
- TriHebdo#5 - Polishing, Quality of Life and Heatwaves - 26 July 2026
Welcome to this new tri-weekly update.With summer and the French heatwaves, my work pace hasn't been as intense as I'd have liked.Quality of lifeSince the game is made up of many mini-games, I need to work on each one to make its interface intuitive on first contact. So I've made a batch of "quality of life" improvements based on recent feedback. The next post will take a detailed look at how one of these mini-games evolved, from the first tests in December 2025 to its final version in the demo.One example out of a hundred of this kind of improvement: a subtle animation on a padlock's shackle to make it clear it's clickable.Demo and assets of the dayAs announced, the demo is progressing and should go to the Steam review team within the coming week.For the occasion, I've reworked the game's first two sections to make them more representative of the full game's content:Some mini-games fro…
- TriHebdo#4 - Feedback, Communication and Demo - 5 July 2026
Hello, back with a bit of news on progress, mainly: first feedback, communication, and focus on the demo.Feedback on Chapter 1I've mentioned it before, but Chapter 1 is being tested from all sides, and unlike my last blood tests, most of the results are positive :)I'm fixing the hints for a few puzzles and trying to smooth out the difficulty curve a bit, but overall I'm satisfied and aware that what I need now is ...CommunicationI'm very, very timidly starting to look into this unbearable aspect of releasing a game. I'm feeling my way through Reddit, which seems like a good entry point to the game, and I'm starting to take an interest in view statistics — can't wait to become a YouTube Shorts spammer (see a high-quality example at the end of the post).Current results: no results.Focus on the demoThe whole summer will be dedicated to polishing the demo that will be featured at the next N…
- Trihebdo#3 - Optimizations and Cutscenes - 14 June 2026
Hello everyone,I can finally say it: CHAPTER 1 IS DONE!!!!It's even been tested from start to finish, which revealed two new challenges...OptimizationsThere's a catch to developing on a gaming PC with tons of RAM and a great graphics card... optimization issues only show up during testing. This was a brand new field for me, and the goal is to make this not-too-complex 2D game run smoothly on any decent Linux or Windows PC from the last ten years. So I set up a test environment with three computers: a gaming PC, a 2012 Windows laptop (🧟 you need some patience to test on this one), and a solid 10-year-old Linux office laptop. This helped me identify the main bottlenecks (maybe a few 4K textures were lurking around) and reach a working version on every setup. These improvements cut processing time by up to 50% and keep the game above 25 fps during gameplay, even on a potato. The next step…
- Trihebdo#2 - Music and Chapter 1 - 3 May 2026
Hello, hello, How's the project going? New mini-games, Chapter 1 testing, hint system and music update — I'm covering all of that in this second Trihebdo update. Remember to Wishlist (please)!Asset of the moment We kick things off with a second piece of out of context scenery.Difficulty and hints As announced in the previous update, full playtesting of the first chapter should begin by the end of the month. However, this week I ran the first presentation of the Chapter 1, and the first complete playtest should happen in the coming days.These tests have already surfaced a few bugs and, more importantly, helped me tune the difficulty. Having chosen to make a game without an "extra-diegetic" hint system, I need to make sure that enough snippets of information can be found throughout the world for everyone to reach the end of the adventure. Parallel puzzles must therefore allow players to g…
- Release Date, NextFest and more (trihebdo#1) - 11 April 2026
Hello, I've finally decided to start communicating regularly, so I'm launching three-weekly news updates, woohoo!It'll be short but it'll allow me to give an update on the game's progress, and speaking of which...New release dateI had set myself a goal of releasing in October 2026. It was still doable but it meant releasing only the first chapter of the adventure (see below). However, I'd rather have a bit more content for the launch, so I've decided to push it back to March 11, 2027 to offer you two complete chapters right at release, with new chapters every 4/5 months after that (non-contractual pace for following chapters).NextFest June 2026With the delay I hesitated to maintain my participation in the June NextFest but... let's go for it! After all, the demo has been finished since February and I'm quite eager to present it, even though it regularly benefits from improvements made t…