
So, it’s been a year. A little more than a year, depending when this goes up. Let’s get into it, yeah?
UTTER INVERSE restarted development from scratch when I began to work on it full-time. Instead of Unity, it’s Godot. Anyway, for people that remember seeing screenshots of the game’s original proof-of-concept incarnation, like from the obsolete-at-time-of-writing Steam Store page, I’d like to reiterate that development of the “real” game started one year ago. That’s what the intention of this blog post is; to talk just a little about the game and to try to kill the mind-thing that’s saying “It’s already been in development for so long.” It’s been in development for one year. Just one year.
“What are the differences between this version and that one?”
Oh. I’m disappointed. Maybe, what you’re really asking is “What did we lose?”
It’s like this, hyperbolically speaking: Your favorite game in the world gets a remaster before it even comes out. New systems, new enemies, new art, new stuff.
A totally different battle system that I don’t think I should elaborate on just yet. There’s even ++++— +— +–++– + — + -+- – +– —.
Sounds tantalizing, huh? Well, calm down. It ain’t spicy level 3 noodles from that katsuura tantanmen place in Koenji.
Anyway, we’re in the later stages of re-reiterating systems work, now, and moving into full-game-length mechanical balancing and checking. Afterwards comes the stuff people really care about, and that’s when things get fun.
We’re IN IDYLL. Follow us on Bluesky at @inidyll.com. If you don’t like secrets and want us to write more of these earlier than we’ve planned, tell us there. Otherwise, the next time you see footage from UTTER INVERSE we’ll be acting like it’s a first-time reveal. It will be. See you.
– ANWN M.

…fingers twine ‘round the nothing-hilt and then SNAP, SNAP, the RED LIGHT hits. A thousand thousand corpses in the dirt.
And in the wake, a sparkle through blurred vision seems to the wielder’s candescent eyes a miniature shooting star…

LNTNL
