← All devlog entries

· Systems · Audio

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.

The totem-and-window loop, end to end, in a grey-box level.

Today the debris started to do something.

The loop:

  1. Collect enough Debris and it forms a Totem.
  2. Drag the totem onto an Anchor placed in the level.
  3. The anchor opens a Window — in this prototype, one of two variants, Window A and Window B.

I built prefab models for Win_A and Win_B so windows can be dropped into any scene, and added sound effects for every step of the process — pickup, totem forming, drag, and the window opening.

In the full game, a Window is a tear in time: a way to reach a hidden place, a lost object, or a person from somewhere else in Z’s memory. This is the very first time it has existed outside a design doc.