Still Leben Release! March 25th 2022
Still Leben is finally available!
You can also download the album as MP3, FLAC, or the individual stems on the Still Leben website. If you want to do a remix, the stems should help you with that!
You can grab the interactive album for free in this patron-only post or in the Discord (#news).
The A Light Long Gone application has also been updated with a few fixes and features from the Still Leben project.
THANK YOU to everyone who participated and sent in samples. And thank you to everyone for listening. This project has been an absolute joy to work on.
Enjoy and have a nice weekend!
Ukraine Bundle including Catty & Batty March 08th 2022

My game Catty & Batty, as well as the interactive album A Light Long Gone, are part of the itch.io Bundle for Ukraine, which as of right now has already reached close to one million dollars. The bundle has been covered by Polygon, Kotaku, RockPaperShotgun, Eurogamer and more.
I hope the money raised helps at least a little bit in the ongoing situation.
If you can't donate but still would like to have the games, I'm giving away one bundle in the Halfquake discord if you react with a heart to the latest news post.
💚 🖤Â
DESDEMONA February 11th 2022
Turnament Devlog #13 - ROADMAP! January 22nd 2022

I've slowly continued making maps, and I finally arrived at level 27.
This is a very special level because... in the original version, it was the hardest one, and only because I honestly think it was too obtuse. In my recent playthrough of the old game, I had difficulties finding out what exactly I needed to do, and then there was harsh timing to win it with some RNG thrown in.
In the dialogue leading up to level 27, Space Director Adalina says that you need to infiltrate the enemy base. Level 27 didn't really feel like that, it was just some random stuff reused from previous levels and that was that.

So I thought about it for a while, and finally got an idea. I wanted to give the player a bunch of shields and then let them fly through the enemy defense lines. That sounded fun! I had an additional idea for the surroundings too, which felt kind of like an espionage setting (evade a moving drone that switches lanes on long paths). I added more repair seekers to send over the enemy lines, and I think the level works a lot better now.
After remaking levels 27 and 28, I wanted to implement glow / bloom. With the recent Dispelled video, I've gained enough experience with the All In 1 Sprite Shader to give it another go. My main issue with a previous attempt was that it seemed like the sprite shader didn't work in prefabs. Turns out I simply needed to create a new material with it and apply that to prefabs.
Looking at the official documentation this time, I started adding the Universal Render Pipeline again.
And BOOM-
We have bloom! ... That's a bit much, but yeah. Now I can play around with lots more post-processing effects. Hehehe.
It will definitely have an impact on performance, especially on older hardware, so I won't overdo it. And there will be an option to turn it off. But for now I'm happy with how it makes the enemy drones look a bit more menacing.
Level 29 also received a complete do-over. Previously it felt a bit too random, Neek could walk into a trap really easily and the player wouldn't even have time to capture him in time. Now it's a bit less random and requires a bit more attention from the player.
And finally, I reached the last cutscene and level!
The credits still need a lot of attention, and the cutscenes in general need adjustments (a smaller dialogue box), but... for now I'm happy that the game is playable from beginning to end.

So... what now? Well, fellow travellers, it's...
ROADMAP TIME!
First, let's look at what we've accomplished: ✨
- Set up the project based on Catty & Batty to save lots of development time
- Ported all game mechanics (grid turning ability, enemies, crystal collection, shields, player movement, winning conditions, etc.)
- Added new character portraits for Neek and Adalina
- Added new background images
- Added sounds and music from the old game in high quality
- Changed colors based on a new color palette (i.e. enemies are now red instead of blue)
- Added a targeting trail to help visualize the path of your seekers
- Updated certain graphics (i.e. seeker eyes) and added post-processing effects
- Added new UI for game over / winning screens (will be used for other menus too)
- Imported dialogue for all 30 cutscenes using the I2Localization plugin (so it's already ready for translation)
- Remade all 30 levels
- Created a Steam page and a websiteÂ
So far, I have spent 142 hours on this game spread over 49 days, and in total I've made 60 git commits.
Now let's look into the future:
- Overworld / Level Selection: The old game used a simple level selection screen that I want to add as well. Should be straight forward.
- Pause Menu / Options Menu: I'm still not sure whether I will be re-using the old Catty & Batty options menu or write it again, this time not making it visually in the editor, but purely by code with a bunch of prefabs. I could still re-use a lot of the old code, but I think it's better for Turnament to do it like this. We shall see.
- New splash screen
- Credits (with Patron names!)
- Upgrade / add sounds
- Add more music
- Betatest (in Discord)
- Achievements
- Translations
- Update Steam page with new screenshots and new trailer
And that's the road ahead! Things will slow down a bit with Desdemona and Still Leben coming up, but I think the game is now in a very good place and its future is looking bright.
Hope you are as excited as I am!
To be continued... 💎
New Song: DISPELLED January 07th 2022
KAON and I have been working on new songs since May 2020, and today our first single came out! The full EP is going to be released on February 11th.
The cover for DISPELLED was created by Yasha, please check out her Twitter.