Devlog

Building Dear Z.

Notes, clips and small victories from development — newest first. Subscribe via RSS.

2026

Chapter 7: Rebirth in the Afterlife

Key art for the final chapter — back to the bridge where it all began, at dawn, in colour for the first time. With this, every chapter has its key art.

Chapter 6: Scenery in a Bonsai

Key art for the sixth chapter — open grassland at last, nameless graves, and a whole life laid out in miniature.

Chapter 5: House in a Box

Key art for the fifth chapter — a grand old house at sunset, a household in masks, and the chains people agree to wear.

Chapter 4: Temple in a Teapot

Key art for the fourth chapter — a thousand steps, a golden hall at the summit, and a gate not everyone is allowed through.

Chapter 3: Silkworm in a Bottle

Key art for the third chapter — a cocoon of woven silk, a desert of pale sand, and a white city that everyone else can simply fly to.

Chapter 2: Sea in a Palm

Key art for the second chapter — a small boat, an endless night sea, and a hand you don't notice until it's too late.

Hello, world — the Dear Z. site is live

A home for the project. Progress notes, concept art and music will land here as development continues.

Chapter 1: first key art and theme

A first look at the Bridge to the Afterlife — the chapter's key art and its main theme, plus an extended remix.

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Enemies, combat & healing debris

The world pushes back — first enemy AI that can damage the player, green debris that heals, and a camera that can lock into a fixed shot.

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A dialogue system, and two kinds of health

Characters can talk now — plus a Physical and a Mental health bar, the two things the player has to protect.

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Debris → Totem → Window

First prototype of the Window system — collected debris becomes a totem you can drag onto an anchor to open a window into somewhere else.

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Attack, double jump & the first Debris

The player can now fight, double jump and — most importantly — collect memory debris, with a first pass at the collectibles UI.

Day one: a character that can move

Setting up the Unity 6.3 project, importing placeholder assets, and getting a character walking, running and jumping.