Devlog 01: Why We're Making AVERNWAKE
The game we couldn't stop thinking about: who we are, why AVERNWAKE exists, and where development actually stands.
Development
We'll show prototypes as prototypes, concept art as concept art, and finished work as finished work. Systems will change. Ideas will fail. Some things we love today may not survive production.
Status · October 2026
We update this as milestones move. Nothing here is a release date.
Seven realms, the cast and three established endings are written in draft. Drafts keep changing as production teaches us.
Testing movement, timing, reach and the conduit blade. When we show it, it will be labeled prototype footage.
15–25 minutes of early Limbo, built to prove story, combat and atmosphere together. Defined, not built yet.
Real screenshots, a trailer and a store page come after the slice, once gameplay can back them up.
Small, structured playtests once the slice is stable. We'll announce them here first.
Devlogs and updates
Video devlogs are in production. When each one is out, it will be posted here alongside its written version.
The game we couldn't stop thinking about: who we are, why AVERNWAKE exists, and where development actually stands.
The dead belong beyond the threshold. The living do not. What happens when one crosses anyway.
At the beginning of AVERNWAKE, Elias needs his blade. Eventually, he shouldn't. That one idea is shaping how we approach combat.
Concept art will be labeled concept art. Prototypes will be labeled prototypes. Here are the five labels we'll use, and why.
Talk to us
Every devlog ends with a question. Answer it, or ask your own.