Eternal Dread - Demo
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Devlog
- April 27, 2026 by Max Ponting#checkpoint, #emission, #flint, #itemsChanges: Added checkpoints to the dungeon. You will return the the most recent one on death. Added slight blue emission to flint given the player is not near a light source... Continue reading
- April 27, 2026 by Max Ponting#tutorial, #water, #dynamic, #ripple, #lightChanges: --- OVERALL --- - If the player is far away from a light source. The environment will be dynamically lit slightly so the player can create a light source. For example, if a player throws thei... Continue reading

- April 25, 2026 by Max Ponting#stutter, #optimisation, #lag, #performance, #C#, #allocationsPreviously, the game would stutter when first loading into the scene and every 30 seconds or so. This is due to C# allocations occurring every frame. Many of which were due to Godot's C# API allocatin... Continue reading
- April 22, 2026 by Max Ponting#story, #immersion, #notes, #worldChanges: Added notes that contain hinting to what has occurred and what will occur... Continue reading

- April 20, 2026 by Max Ponting#performance, #loading, #DirectX12, #Shader CacheChanges: - Switched rendering backend to DirectX12 for Windows as Vulkan can cause issues on integrated GPUs. - Improved loading times. - Added a intial startup screen that loads in common assets in t... Continue reading

