Devlog – June Update: "Threshold" Enters Its Next Phase


After a much-needed two-week break, I'm back in full swing. The final title has been chosen—"Threshold"—and development is moving forward steadily.

Lately, I’ve been experimenting with different workflows for creating 3D assets. While the final game will feature entirely hand-made assets, for the prototypes I’m allowing myself to use AI to speed things up. I still start from a Daz3D base mesh and bring it into ZBrush and Marvelous Designer for refinement. I use Tripo3D for autorigging characters to render them as sprites, and I rework portraits with the help of ChatGPT. Environments are sculpted by me using ZBrush and Houdini, while textures and props are supplemented with Megascans.

The second prototype will focus on the Templar’s section of the game. Most puzzles and key events are now locked in, trimmed down to ensure I can realistically release this build by late August.

I'm genuinely excited about this next phase. Letting people try the first prototype was terrifying—but the feedback was incredibly valuable. It helped shape what worked and what didn’t, and I’m looking forward to hearing what you all think of the next one.

Stay tuned!

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