- V 1.0.4 - 19 August 2026
General Added a hint to indicate that the fullscreen key only works after game start Added an additional dialog line after completing Susi's quest in Chapter 1 Bugfixes Fixed a graphics issue at the forge in Chapter 2 Fixed a spelling mistake in the Rick quest in Chapter 1 (EN only) Fixed a spelling mistake on the play button (EN only)
- V 1.0.3 - 12 August 2026
Bugfixes Fixed a bug where the black stone was not returned when leaving the prison in Chapter 3 Fixed some links on the credits page that would not open a new tab Fixed a typo in the barker dialog in Chapter 2 (German only)
- V 1.0.2 - Hotfix - 8 August 2026
Bugfixes Fixed a bug where the language change would not work any more
- V 1.0.1 - 7 August 2026
Bugfixes Fixed several incorrect speaker names in Chapter 1 Fixed an issue where the "Homework" quest would end too early Fixed incorrect item descriptions for cloth pieces Fixed a bug where an outdated quest was shown in the To-Do List Fixed a recipe book entry that was too long to display correctly in German Fixed a missing word for the recipe book translation in Chapter 1
- Dev Log #27 — Done! - 4 August 2026
What else is there to say?Have fun playing!I can't wait to read your review.
- Dev Log #26 — Two Days Before Release - 2 August 2026
1,460 days after I first had the idea for Where Are You?, it's finally done. And in two days, on August 4th, 2026, it releases.I feel tired, exhausted, and genuinely nervous as this is my first release, after all. It's really hard to put my feelings into words. It's this mix of joy, tension, stress finally letting go, and a lot more all at once.I think, more than anything, I'm overjoyed that God brought me to this point.And what also makes me really happy: that you've read my 26 dev logs and kept supporting me along the way.I'm especially curious to see your reaction to the game.I can't wait to read YOUR review.
- Dev Log #25 — Gamescom - 1 August 2026
Where Are You? releases this Tuesday. Less than three weeks later, Gamescom 2026 is happening in Cologne.Yes, I'll be there with Where Are You? — just not with my own booth. Instead, I'll have a cool shirt and a stack of business cards. I'll probably have some game footage on my phone too, just in case.Want to meet up?Just message me on Insta or by email. I'd love to meet you in person!See you there!
- Dev Log #24 — Nostalgia - 31 July 2026
Pokémon Red was my first game on the Game Boy. I loved it, and played through it more than ten times. That tiny screen, that clean, simple graphic style... and even though there wasn't much visual flair, the world still felt immersive.I had that same feeling about twenty years later, the first time I played Secret of Mana on the SNES. Wow! That was genuinely fancy, especially given the limited resources of that era.Somewhere along the way, the Monkey Island remakes, Broken Age, and Deponia came out too. They all had one thing in common: no AAA graphics, but enough animation and charm to make me feel completely at home in their worlds.That's when I knew: this is how Where Are You? should feel.My recipe: pixel art, a small play field, keyboard-only controls, and a heavy focus on story.Now you have to tell me, did it work?P.S.: Small fun fact — I actually wanted to support mouse input at f…
- Dev Log #23 — The Origin - 30 July 2026
In Where Are You?, Alice finds the one who can truly help her: The son of God, Jesus Christ.That's not just a plot point I came up with. It comes from something much deeper.Every person has a hole in their heart. We try to fill it with recognition, with work, with hobbies, with relationships. But sooner or later, we notice: it doesn't work. For a lot of people, that struggle turns into real psychological difficulty.That hole has a very specific shape, though. The shape of our Creator, the God of the Bible.I've been in that place myself. I was raised in a Christian home, but I didn't actually decide to live my life for Jesus Christ until I was 25.First, I had to go through a deep personal crisis. Since then, I've had a peace I hadn't known before.That's really where Alice's story comes from:It's not just a game concept, but something I lived through myself first.
- Dev Log #22 — How Where Are You? Began - 29 July 2026
The game company I used to work for had gone bankrupt. I had nothing lined up. So, in the middle of the night, four years ago, I went for a walk in the park to pray. I knew that if anyone could help me now, it was the God of the Bible.When I reached a pond, I suddenly had two ideas. Ideas I knew weren't my own.The first idea was to move to Leipzig and open a board game café there, where I could get into conversations about faith with the people who came to play.The second idea was to develop a computer game. One that's simply fun to play, but where players could, at the same time, experience the good news of Jesus Christ.And that's how Where Are You? came to be. The engine already existed back then, but that night is where the development of the story you know today truly began.Isn't that cool enough to add Where Are You? to your wishlist?
- Dev Log #21 — The First Curators... - 28 July 2026
Even when you take a day off, the world doesn't stop turning. Just as the God of the Bible promises, he keeps working.So I open my email inbox and see a request. Turns out, a curator actually wants to check out Where Are You? My first thought: scam. But everything about it, from how the request came through the curator page down to the tags, was completely legit.Let's go! At the same time, four streamers also reached out.I'm more than happy for this to keep going. I'm genuinely excited to see what happens over the next 7 days.I'll keep you posted! And in the meantime, feel free to add Where Are You? to your wishlist.
- Dev Log #20 — First Release Candidate Is Here - 26 July 2026
9 days left until release. My brain is fried.Six hours ago, a buddy of mine wrote: "I'll sit down and take another pass at the English translation."Four hours ago, I quickly built him a version with my changes.Two hours ago, his corrections were done.I spent the last hour getting them all in.Build. Upload.Done!That was genuinely intense. I'm so glad this version is, in a sense, ready for sale. Now I'm just hoping no game-breaking bug turns up.See you Tuesday for the next dev log!
- Dev Log #19 — Looking for Streamers! - 25 July 2026
Today's dev log is a bit different than usual. Normally I show you what I'm working on. Today I need your help instead. Naturally, I want as many gamers as possible to hear about (and play) Where Are You? playtrough streams or videos usually help a ton with that.So here's my offer:Do you have a YouTube or Twitch channel where Where Are You? would be a good fit? Want to either dip in for a bit (min. 2h) or play through the whole thing (roughly 8h)?Then feel free to reach out! Ideally with your channel link and a rough date for when you'd like to stream. That helps me coordinate everything smoothly. Whether that's around release or a bit later is totally fine.And if you don't have a channel yourself: feel free to share this post with someone you know who might be a good fit. Every share helps me a ton.I'd love to hear from you!Jannik
- Dev Log #18 — The Challenge - 24 July 2026
11 days left until release. It'd be nice if everything were already finished. Unfortunately, it isn't. To keep from losing track, every day has to be carefully planned. Let me pull back the curtain a bit.On four days, I work between 6 and 10 hours to earn the money that funds Where Are You?'s development. One day a week, I deliberately take off to rest.In the time that's left, I set aside about 1–1.5 hours each day for the dev log and social media. That leaves somewhere between two and four hours for bug fixing, playtesting, and getting everything organized for release. That's not a lot of time.Normally, I start right after work with the social posts. Bug fixes come next. If there's still time, I playtest. And if anything's left after that, it goes toward PR tasks.So I'm never bored, and every area gets its share of attention.This intense stretch can wrap up soon, though — specifically,…
- Dev Log #17 — Did That Character Seriously Just Say That?! - 23 July 2026
The characters in Where Are You? are supposed to always say the same thing. And they do. But every so often, I forget who says what. So they end up surprising me anyway.For example: up until now, the pilot in Chapter 1 said, in a rather childlike way, "Let's fly." That line burned itself into my memory so thoroughly that I now wait for it during every single playthrough. In vain. I changed it after the last round of playtest feedback.In another spot, Alice's mother used to re-check the same homework every single conversation, then hand out the exact same chores around the house all over again. Now she just reminds Alice about her tasks instead. Honestly, I kind of miss the mom who couldn't remember what she'd done 30 seconds earlier.But with every change, Where Are You? gets a little more polished.I can't wait to hear your feedback once it releases on August 4th. Until then — don't forg…
- Dev Log #16 — The Ghost Bucket - 22 July 2026
During my last playthrough, I just tried interacting with everything. Justthe way any normal player would. And in doing so, I found an interaction option that really shouldn't have existed at all.Take a look:Do you see the bucket?Let me zoom in closer.See it now?Neither do I. But the game does.And if you actually interact with it, here's what happens:The result: every player gets two free, completely useless buckets. Now that's what I call a win :)Okay, I fixed it yesterday. Sorry — no free buckets for you. But hey, you've got Where Are You? instead!
- Dev Log #15 — When I Play My Own Game - 21 July 2026
I like my game. If I didn't, I wouldn't be putting it up for sale. A lot has happened over the last seven years, so I'm breaking this post down by development phase.Phase one — New features:It was so cool getting a new feature done every few days. The best moment was always when it actually worked and made sense within the game as a whole. That meant a ton of testing, of course, but the reward was just as big.Phase two — More story:With the new features in place, I could finally build the story the way I wanted. Some days, writing was genuinely hard. The creativity just wasn't there. Testing got more exhausting during this stretch too, since there was simply more content and more features to check. Reading the same dialogue for the hundredth time stops being fun at some point.Phase three — Reworking everything:Then came the point where everything was actually in the game. So cool, so re…
- Dev Log #14 — Alice Is... - 19 July 2026
How, what, and why, you'll find out in Where Are You?Is it on your wishlist yet?Blind. But she still has to find her way somehow. Alongside the canyon walls, Alice has three things to rely on: Sonar, memory fragments, and the focus point.Here's what that used to look like:Sonar — Alice's thoughts are completely scrambled. How is she supposed to find the right memories in all that? Sonar helps her uncover relevant memory fragments.Memory fragments — The boring confirmation class. Dad's exciting Bible story. The argument with Grandma. Alice still remembers all of it — but only in pieces.Focus point — And those pieces need to be put back together. Who made Alice go blind, and what do they want from her? All she wants is the truth.And here's the rework:
- Dev Log #13 — Steam Review Passed - 18 July 2026
When I submitted the build for review last Sunday, I was still completely calm. But with every passing day, the tension grew:Did I do something wrong? Did I forget to submit something? Did I actually read every Steam guideline correctly and follow all of them?What a relief it was when I checked my dashboard today: "Pre-release."That means the release date is truly locked in now! And it's high time to add Where Are You? to your wishlist, if you haven't already.I'm very, very grateful to God.
- Dev Log #12 — Steam Review - 17 July 2026
Screenshots, trailer, artwork, descriptions, app icon, and of course the game build itself. Everything's finished. Now Steam gets to check whether it all meets their guidelines.I'm genuinely nervous, checking my inbox every day. Hoping to hear back soon. I can hardly wait.In the meantime, I'm still polishing:A few mapsThe doors (map transitions)Sound effectsEnglish translationWhatever else turns up along the wayThe next two weeks are plenty full.Would love it if you added Where Are You? to your wishlist!