First Windows build in testing

A first Windows PC build is in internal testing. It runs under Wine on Linux but has not been tried on real Windows yet. There is no public download yet: it is coming soon.

The eerie update

Devlog screenshot for The eerie update

Eight atmosphere features, scaled by a new Eerie Intensity setting: woods that go quiet before contact, distant knocks and howls with direction, rolling fog in the swamp and lake, Mothman static, eyeshine at the edge of your light, trail cam almost-catches, town rumors that grow, and a dread swell. Scary, not full horror.

Performance pass

Devlog screenshot for Performance pass

A code review focused on efficiency, then fixes: cached scene lookups, foliage that only rebuilds when its density changes, footprints that stop ticking once cast or expired, a faster way for Bigfoot to find tree cover, and lighter HUD and town UI updates.

Optimized 3D models

Devlog screenshot for Optimized 3D models

The game now uses decimated, texture-capped versions of the 3D models; the full-detail originals are kept.

Residents of Pinegrave

Devlog screenshot for Residents of Pinegrave

Ten named townsfolk with homes, jobs and schedules. Some witness cryptid events at night and report them once the next day, with where, when and how reliable they are.

Mothman, Point Pleasant style

Devlog screenshot for Mothman, Point Pleasant style

Mothman now watches and follows, gives a tell before a provoked dive, and sends omens through the town's residents. Good photos earn a bonus.

Trees and foliage

Devlog screenshot for Trees and foliage

Bald cypress in the swamp, snowy spruce on the ridge and oaks in town and by the lake, drawn in efficient batches with far-away impostors and a Foliage Density setting.

Graphics settings and controller support

Quality presets up to Ultra, post-processing (grain, vignette, chromatic aberration, night vision), wind sway, plus hybrid keyboard/mouse and controller input with on-screen prompts for each device.

Field journal, ambient sound and polish

Devlog screenshot for Field journal, ambient sound and polish

The field journal and map, synthesized ambient sound beds for every zone, new Chupacabra and Yeti calls, and a HUD that hides behind menus. Save and load with autosave at dawn, plus main and pause menus and settings.

New zones and four more cryptids

Devlog screenshot for New zones and four more cryptids

The swamp and farm edge, the lake and the snowy ridge, each unlocked by progress and reached by truck. Mothman, the Chupacabra, the lake beast and the Yeti join Bigfoot.

Pinegrave town

Devlog screenshot for Pinegrave town

Drive into town to shop at the gas station gear store, interview witnesses for leads, and sell evidence to the tabloid, the museum or the online channel.

The night loop

Devlog screenshot for The night loop

A 21-minute day/night cycle, plaster casts, trail cams, samples, banking at camp, and a harsh night-only failure rule. Bigfoot gets its folklore behavior: tree cover, wood knocks, warning throws and escalation.

First playable

The campsite, a flashlight, a photo camera that knows what it caught, and the first Bigfoot.