Neonhunt #10 — Many parts, one shared journey
A month-end look at how the world, story, and relationships connect — and the work that still lies ahead.
Walking through the station now, we can see connections we could only imagine at the beginning: places, tasks, encounters, and decisions. To close this first series, we want to look at how they fit together.
The connections need to hold
We’re checking routes through rooms, conversations, and the story’s different outcomes. That includes small transitions: does your objective still make sense after loading? Does a character stay in the right place after an encounter? Does a later reaction actually wait for the relevant experience?
Controls have received attention too, including lingering hints and unwanted inputs at startup. In German, MIRA now consistently uses the familiar “du” when speaking to you.
Alongside the browser version, there is a standalone desktop version. Support for Steam features such as achievements and saved games is prepared, while the final Steam setup and publication remain ahead.
What comes next
Several rooms and residents have received another visual pass. Images, movement, and the new voice recordings are still not fully finished. We want to keep checking voices for clarity and a consistent sound.
Neonhunt remains in development. A demo, release, and the accompanying game materials are still ahead. We’re looking forward to gradually shaping this into the journey we invited you on: a break from everyday life, with room to let your imagination wander.
