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Parasite Inside
Parasite Inside

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Dev Report, February 2025

Hello, friends!

It's time for the February Dev Report! Even though this month is shorter than usual, I still managed to make solid progress and have some exciting updates for you. I’ve been working not only on the technical aspects of the game but also on finding skilled specialists to help improve various elements. So, let’s dive right in!

Updated Repair Panel Puzzle

For those with early access who downloaded Update 0.3.1, you may have noticed a new button in the Repair Panel Puzzle interface.

This feature allows players who have collected all available repair kits to skip solving the puzzle and instantly repair the power panel by spending two kits. To balance this mechanic, repair kits are now harder to find, but there are exactly two per broken panel.

Additionally, I reworked the puzzle logic to fix an issue where some panels could be reused after loading a saved game.

 

New Implant: Pathfinder N-Link

Ever felt lost while trying to progress through the main story? This implant is here to help!

Many players requested traditional objective markers, but I felt this would break a core gameplay element. Instead, I’ve added these markers as a story-driven implant, ensuring that they fit naturally within the game’s world.

This keeps the balance between exploration and navigation comfort while maintaining the game’s immersive experience.

Reworked Difficulty System

Based on your feedback, I’ve made major changes to the way difficulty settings work.

Previously, difficulty levels affected stamina and flashlight battery life, which frustrated many players. From now on:

Additionally, I’ve added the ability to change difficulty during gameplay via the settings menu—a highly requested feature! Hopefully, this won’t cause any unexpected bugs, but if you find any, let me know.

 

New 2D Art

It looks like the time has finally come when haters can stop giving the game one-star reviews just because of AI-generated images. Well… hopefully.

I honestly didn’t expect this to be so challenging, but thanks to your financial support, I was able to find a skilled artist whose style fits perfectly with the project.

While 2D elements like collectible cards aren’t the game’s main focus, I believe that investing in high-quality artwork will enhance the overall experience.

Here are some updated collectible cards—they’re still in progress, but you can already get a feel for the new style.

Updated Dialogues & Story

Most of the feedback on the story has been positive, but I’ve also seen comments about certain dialogues feeling unnatural or needing improvements.

Just like with the 2D art, your support has allowed me to hire a writer to help refine the script and improve character dialogues. The goal is to make them feel more natural, immersive, and engaging.

Level Design: AstroLink Section

After reviewing feedback from Update 0.3.0, I realized that many players wanted something between the maze-like early-game areas and the more linear (corridor-based) sections of the latest content update.

The new AstroLink Section will feature:

I believe this will satisfy both players who prefer a straightforward narrative and those who love exploring every detail.

 

Level Art: AstroLink Section

I’ve had a clear vision for this location since the beginning of PI’s development, and I’ve been eager to start working on it.

My goal is to make this area as immersive as possible, with a strong sci-fi vibe. The visuals are still a work in progress, but I can already share some early screenshots to give you a taste of what’s coming.

Next month, I will focus on expanding this new location and adding more content.

As always, thank you so much for your support—this project wouldn’t be possible without you!

Best regards,

Kodman 

Dev Report, February 2025 Dev Report, February 2025

Comments

I love the whole concept, and design of the game! well done!!

bennyrok

Роблю все, що в моїх силах. Постараюся не розчарувати.

Dymkens

З нетерпінням чекаб нових оновлень

ілля зіменс


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