- Japanese Locale Patch - 15 June 2026
Small fix for localisationJapanese should now display normal text in English. Japanese localisation is not available for this title.Sorry for the inconvenience.JIN
- "TERMINAL MASS" is RELEASED! - 6 April 2026
\Terminal Mass has been fully released to the Steam Store! Plunge into the Domain, and collect the three mechanical hearts to undo the failed structure.Terminal Mass takes 1-2 hours to complete in full, so can be enjoyed in one sitting. Good Luck!-Director JIN
- APPROACHING RELEASE & ROGUE BOTS - 2 March 2026
\Playtests, Bug fixes, and Achievements. That is what development has been dominated by in 2026, as I slowly approach the release date of "Terminal Mass". Improvements to level design, mission progression, and weapons have all been made. Terminal Mass is coming!\“Terminal Mass” is also taking part in the “Rogue Bots” festival, live this week. Go and check out the collection of Roguelites/Roguelikes.https://store.steampowered.com/curator/45723254/sale/RogueBots2026- Director JIN
- FULL DEMO RELEASE - 19 January 2026
\The "Terminal Mass" Demo is a prequel to the main events of the game.Enter the world of the "Domain"Complete three Mission runs to reach the endingShoot down monsters with a selection of four different weaponsCollect relics to boost your powerAround 20-40 minutes to complete the demo
- PROGRESS REPORT: DEMO INCOMING - 5 January 2026
\In 2025, the "Terminal Mass Demo" was removed for being outdated. A new demo is now approaching completion. This new demo will serve as a prequel to the main events of “Terminal Mass”. It follows the final days of an Agent who revolts against the Domain, beginning the chain of events that lead to the main game’s story.\+ Sound Design Overhaul + Adding Music+ Endgame Level Creation+ Playtesting. Lots of playtesting- Director JIN
- PROGRESS REPORT: TERMINAL - 2 December 2025
\“Terminal Mass” has now exceeded 800 wishlists on steam alone. Thank you for the growing interest in the project.\The Terminals that govern meta progression have been added and improved. Machinery surrounding the terminals has been added. The layout of the text displays for each terminal has been improved.+ Artefact Terminal+ Relic Terminal+ Weapon Rack+ Weapon Upgrade Terminal+ Terminals\The old health bar system has been replaced with a new heart-based system. To complement this, healing fruit can be found growing in multiple sectors of the DOMAIN.\The tutorial has been reviewed and improved. Visuals (including: particle systems, textures, and models) have been updated. The tutorial now makes it clear you have limited ammunition during a run.\Levels for both the LAKE and FLESH sectors are being created. New additions have been added to include more detail within these levels. Materia…
- PROGRESS REPORT: FEEDBACK - 10 November 2025
\Thank you for everyone that provides feedback of any kind. It is extremely helpful to have more outside perspective on the game and its development.\+ "Running out of Ammo"The fact that the ammo is limited was not clearly communicated to the player during the tutorial. Changes have and will continue to be made to do so. The frequency of ‘Ammo Lockers’ has been increased, as well as the chance of them containing ammo.+ "Glitch Effect Control"Visual effects that are designed to obscure the player’s vision can have their intensity reduced in settings.+ "Texture Dithering and Pixelation"I will do my best to keep the pixel scale consistent across all textures. Specific textures have been pointed out as being lacking/mundane and are now on a review list.+ "Meta Progression"Many of you correctly pointed out the lack of meta progression in earlier demos. You are absolutely correct, as most of…
- PRE-RELEASE PROGRESS REPORT - 23 October 2025
\+ Full Controller SupportCurrently fully operational. Playtesting will continue with both keyboard/mouse and controller+ Settings for:-Audio-Display-Gameplay-Inputs-Rebinding (Keyboard/Mouse & Controller)-Post Processing+ Unlock Progressions-Relic Upgrade-Hacking-Mission Runs\+ New Blood system for better visuals+ Interaction Display has been improved with customizable fonts and sizes+ The majority of HUD aspects can now be changed in size+ Audio Mixer Overhaul: Volume Control, Lowpass Filters, and other effects\+Creating the levels for the next sectors+Further developing permanent upgrade progressions- Director JIN
- Unity Security Hotfix - 6 October 2025
Unity Version has been updatedAll future builds (both release and demo) should be secure according to unity’s guidelines.Further details: https://unity.com/security/sept-2025-01
- DEV SUMMARY OCT - 1 October 2025
WEEK 38 of DEV: OCT\Final Names Pending...+BOOMERA bulking mass of green puss ready to burst and share its corrosive insides with friends and foe alike+SMOKERA creature obscured by the thick smoke it emits from its gaping hole+MANTISA hunter in waiting, ready to sprint with its razor bones longing to spill blood\Thank you for the Feedback via ‘Google Forms’It has brought my attention to fixes and adjustments that need to be made, including: Tutorial flow, input prompts, sound design, post processing.\Development moves towards the backend code for settings, controller support, music, and save data handling.- Director JIN
- DEV SUMMARY SEPT - 1 September 2025
WEEK 34 of DEV: SEPT\ Sector beginsA new sector has been standardized, with a selection of rooms created for playtesting. The method for creating rooms has been improved and optimized for greater development.UI OverhaulThe UI has been updated to a text-based input system, able to support both controller and keyboard.Standard Weapons Modelled and TexturedNew Monsters addedOptimizations, Bug fixes, ImprovementsWhat's next?Development moves towards meta progression and upgrades. Artefacts, relics, and permanent upgrades will enter testing and development.- Director JIN
- DEV SUMMARY JULY2025 - 28 July 2025
“Make Us Whole” has reached its 25th week of developmentThe main meat of the work has been creating levels to populate the Labyrinth, reworking the monster functionality, and creating anomalies."The Guts" SectorThe raw room structures for the first sector are now complete. They now need to be finalized by adding spawn points, extra details, and general greeble.Retro-Visual UpgradeThe visuals have been retro-overhauled; textures have been dithered and pixelated, post-processing has been adjusted, and fog has been made thicker and more oppressive.What's next?As the month comes to an end, I am finishing the kitbash for the next sector, and beginning work on reworking the gunplay and creating more weaponry.- Director JIN
- Vision - 23 May 2025
It’s common to feel lost and confused as you get deep into a project. Don’t lose hope. Here are some simple ideas to keep yourself inspired during the game development process
- Retro Horror Motion - 12 May 2025
Animation Curves are an under-discussed topic in game development. They are a strong tool, that when combined with Coroutines and Lerping, offer easy-to-change motion control. This allows for simple yet strong motion design. The main uses of Animation Curves in “MakeUsWhole” so far, are gun motion, monster mirco-movements, and simple interaction motions.
- Devlogs are here! - 1 May 2025
As I continue to work on “MakeUsWhole”, it’s important that I communicate what is being worked on when. Devlogs will offer snippets of the development process and insights to both players and game devs.
- Milestone: +350 Wishlists - 3 March 2025
The Steam Next Fest has earned “Make Us Whole” over 350 wishlists and 25 feedback forms on Google forms. Thank you to everyone that wishlisted, played the demo, and left your thoughts. This marks the 7th Week of development. Up until now, the main focus has been mechanics and features. After taking a long weekend off, I will be returning to work on the design. This means: Level Design: Room Structure, Interactables (such as doors and levers), Variations, and Generation Patterns Monster Design: Monsters that fit the new levels, improving the old monsters, and improving general behaviour Gunplay: Improving gun-feel, sound design, and hitmarkers It’s a long wait until the next Steam Festival, so we intend to release an update for the demo some time between now and June. We look forward to seeing you then. Until then, take care. Director JIN
- Next Fest Feedback! - 27 February 2025
We’ve been getting plenty of feedback via the google forms offered at the end of the demo. Thank you so much for everyone offering your thoughts and opinions on the current state of the game. This is vital. Feedback this early lets me know what is working and what is not. Once the festival is finished, I will return to all the feedback and review it again. Currently I’m focusing on refactoring the level generation code so I can vigorously test everything without constraint. Humbly proud, Director JIN
- DEMO: 0.1.2a Update - 21 February 2025
Thank you for the early feedback via Google forms! Includes: Screamers Hangmen Buffers Make Us Whole
- DEMO: 0.1.1a Update - 17 February 2025
Thank you for the early feedback via Google forms! Includes: Dynamic Muzzle Flashes Gun Light OnShoot Shotlines to show bullet travel Smoke Particles Ejecting Bullet Cases Subpart Motion: Slides & Pumps Other Modules for Future Gun Types Make Us Whole
- Demo_A1 is Live! - 13 February 2025
Includes: 1 Starting weapon + 2 Weapons to unlock Progressively more challenging monsters to fight Resources to collect to upgrade weapons +9 Floors to explore and survive Secret Artefacts mechanic to discover Make Us Whole