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Hello, progress has ramped up over the past couple weeks. Within a couple days I completed the two enemies I was working on (the silly one and the one with a complex model). The second, less-silly one turned out quite well, and because it was so simple, there was room for me to add some extra features/abilities. One of those features was inevitably going to find its place in Lethal Company in a creature of some form, and now it has finally happened; and it has startled every single friend that I've tested it with. Both these enemies are among the smallest in the game, and both their designs are a little more quirky than I would find ideal, but that's okay. The next one I'm going to make is going to be enormous.

Mineshaft Renovation Begins

We tested them on the new Offense, which I wanted to be primarily a mineshaft moon, but then I found that these new enemies don't work so well in the caves. I've known that many creatures aren't exactly in their ideal setting when in the caves, but the silly one especially just does not function properly in the caves because of its design. So I decided it's time to renovate the mineshaft. My objectives were:

1. To add some openness to the caves and hallways so that enemies can be avoided more easily and have space to do their thing.

And 2. To make the mineshaft less hellish in general. There are lots of unique properties about the mineshaft interior that are each cool on their own, but added up together, they amount to an experience that is so oppressive that it drives you to despair. One of these properties is the elevator, which makes entering/exiting through the front a lot more difficult; this is probably not going to change. Another is the fact that the interior is divided into two sections, the caves and non-caves, and the caves hold most of the loot. This is probably going to change. And another is the caves (and tunnels) being so claustrophobic and mazey. This is going to change somewhat. I'm basically doing everything I can to give players a leg up in this interior now; another change might be to add more lights to the caves. I've reworked the way that the generator handles the caves so that the main path has a lot of large cave tiles and generates more claustrophobic caves to branch off of that main path; there is a lot of experimentation on the generator, and the mineshaft will probably feel very different from before.

Working on caves is a very simple, one-step process, as it doesn't require much reference or texturing or modelling of miscellaneous objects, but it's still very long and monotonous and kind of drives me crazy. Still, I have made three large cave tiles so far, which already makes a big impact.

Now I'm moving on to the non-cave section. I'm excited to add more to this part of the interior because it has so little right now.

These 2x3 tiles became 3x4 tiles when I realized the mineshaft uses a much smaller tile size than the other interiors. This makes them seem like the biggest rooms in the game if you just look at numbers.

I think the mineshaft is some of my best environment work, including a lot of really crazy stuff like the connecting rails and curved ceilings and of course the cave systems, and I really hope to make it as fun and cohesive to play as it is to look at.

The Ending

Yesterday I woke up with an idea for the way that the game cuts to end credits, which has been a crucial question. It's nothing incredible, but it's satisfying and doesn't feel like an anticlimax or a bad ending. I fuss so much about the ending of Lethal Company because I'm not good with endings. Practically every game I've made has ended in a way that left people scratching their heads rather than feeling something. That is a big weakness. It's partly because I just don't know how to make a proper ending, and partly because I always get an urge to swing for the fences when I could just do something normal. But every game that I finish is another chance to get this part right.

Now I have a really strong idea for the start of the ending and a good idea for the ending of the ending, and I have to figure out exactly what bridges between those.

V85 is still a little ways off. I'm once again very ultra-focused on Lethal Company and making quick progress, as is the natural ebb and flow, but the past couple months have made me realize that it's really time to make the ending as soon as possible. My mind is more and more filled with entirely new ideas I want to get to. So it's really beginning to feel like I'm working on Lethal Company in order to finish it. The plan for V85 is to renovate the mineshaft and then continue adding as many new creatures as possible (and at some point along the way I'll get Grugga to a more acceptable state, or lock him up for all eternity.)

Games I'm Playing

I've been enjoying some of the best games of the year so far. Creature Kitchen was a delightful little surprise which I enjoyed more than I thought I would, and I recommend it.

I "finished" Splatoon Raiders yesterday: it's not as good as Octo Expansion, but it takes a snug second place in the ranking of Splatoon single-player campaigns. Octo Expansion's style and narrative and characters were just so incredibly strong (not to mention how it pushed the series the furthest in gameplay; even Splatoon Raiders still borrows its formula with very addictive, bite-sized dungeons and challenge levels.) I don't think they will ever top it, but Splatoon Raiders is still probably my favorite game on the Switch 2. It has all the depth that I've wanted them to add to Salmon Run in the mainline games.

I just started Endacopia, and I'm only about 30 minutes into it so far, but this game seems incredible and is exactly what I need!!! I'm eager to play more as soon as possible.

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Comments

Ambush

Keep it up brother! ❤️ Still fav game of all time to this day

Jordydebakker

Can’t wait for v85! 3 entities, the tiles for the non-cave section the interior desperately needed, and the positive news about the ending! Glad to know progress is going smoothly.

Jono

Octo expansion is surely king, but I’m playing the HELL out of raiders and the post-game is a blast. The new mineshaft changes sound like they will make it much more tolerable for less skilled players and just make the interior much more fun. Awesome work as always!

Jay Cene

Raiders is tons of fun! It's my first splatoon game and the base gameplay is so satisfying so it hasn't felt repetitive to me. Mineshaft looks super cool, I love the non cave room concepts. Also, congrats on working towards that ending. Creative progress can be so tough.

MASTRBAITR

Endacopia was amazing im sure you'll have a blast with the game, also glad to hear that we'll get an ending to lethal company soon. Can't wait!

Capt2000_price .

Will you be playing big walk when it comes out this Tuesday?

Weston Lowry

Love your game so much man! Keep up the good work!

Wumfumblus

Endacopia is superb and you should totally pursue it more because its so fantastic!!

SpitfireSZN

Can’t wait to see the new tiles come to life in the next update, the mineshaft could really use the touch up! Also have you tried out the Casualties: Unknown demo yet? The game utilizes a complex and fleshed out health system that keeps you on your toes at all times; I’ve been enjoying the hell out of and I think y’all should check it out! Plus fuzzy bois :3

Xander_&_Yalnif

If you don't like the ending you give the game, you can always just re-do it, you don't have to commit to an ending once it's done. I am excited for it though, might finally feel like there is hope, or at least, a different fate to death or a stopping point for a run that's gone on too long and is starting to lose hope, besides just hopelessly trying to meet quota that is.

bruxifixion

everything you've shared sounds so amazing! I can't wait to give the new cave rework a try! The caves are a really cool interior so I'm glad you're thinking about how to maximize their potential! Very much looking forward to the new critters but I'm also very intrigued by this new idea you have for an enormous creature too👀 Thank you for always sharing your dev thoughts! They're so much fun to read through!

brick battla

I can’t wait to see the smaller critters. Makes me think of actual spiders, and I mostly can’t wait for the cave rework, since it’s my favorite interior. Keep it up zeekers ❤️

RainingLamppost

I started Endacopia recently too it's so fun n weird n creative for sure! Great to hear Lethal is going okay and you're happy with what you're doin 👍!

reamnos

I’m loving raiders so far too because I’m a HUGE sucker for salmon run, it feels like the depth that side order needed. I’ve probably got 1k hours in SR alone lol Also everyone I know that played upturned was left with extremely strong emotions (usually sadness) so don’t sell yourself short

Alexander Roberts

Please don't shoot Grugga, that is the coolest spectating system idea I have ever seen in my life. Like an amped up GTA V or Cyberpunk2077 car follow action shot. It's so unique, especially the stuff you said about voice chat and the Reverse shot reverse or whatever. PLEASE keep it in some capacity

Rhydach Hughes

I am happy with the new cave tiles, but I am worried about the moon variety in the game. It does have many moons, but it is optimal to stick to only one of them once you can afford to and I just really hope either more moons are added before you truly end development or a system is added that incentivizes moon variety. I like how you tackled this issue in the old versions of the game which had three moons per moon tier. Even once you had all the money you could ever ask for, Rend, Dine and Titan were all equal tier end-game moons (not to say they were at all balanced around the v40-v45 days). Once Artifice came out in v50, it became the only choice for a good end-game moon, ruining this original system. I always thought more moons would be released after v50 but now I am getting worried I will be stuck with either playing only Artifice or only the new Dine forever. Two new Artifice tier moons would be nice but a bounty system of sorts where some moons become more valuable at certain times would also fix the low moon choice / variety in late-game. TLDR: The game needs more late-game moon variety because since v50 dropped it hasn't really had any

Rhydach Hughes

Also, just to be clear, I do love the new changes! I just feel that the moon variety has been a long standing issue and should be addressed at some point before the end of development.

skyelico

I hope the caves stop being so janky to walk through ;w;

Allyson M

All I do is play this game so I'm so excited!!!! Please do something to fix artifice being the only high end moon for high quotas. Dine did get the update but it really only is good if you master the cruiser AND don't die AND complete a grueling clear of the map. I love the secret nature of finding art but I need a couple of moons to take a break from art. Or maybe titan alternatives too? Titan eclipsed is my favorite 😍 just more moons please 🙏

Luke Saunders

Personally, I really hope that the game includes stuff that requires you to go to some moons, like maybe for the ending you have to get a special apparatus back from Embrion. And I would love another moon that would require you to go to other moons and get stuff, but doesn't cost money, like maybe you have to gather the scuba gear from Art, Rend, etc for a water-type moon, like if Liquidation was added. And given that offense is going to be a canyon, what about an enemy that can climb walls? That's just my thoughts though. Great job with the game thus far

Lauraa

tbh i get what you mean but early game also didnt have good moon options (you would just run assurance until you could afford the better ones) and offense was by far the worst moon in the game...

Lauraa

i believe there will be more late game moons later on!! i, personally, prefer that early game ones get added first

Larkwood Co.

Been playing and following Lethal since it first released and still play it to this day and will continue too! Cannot wait to see what the future (and your clearly amazing brain) have in store for us over the coming years!

Kodify

maybe end of september

Rhydach Hughes

I think we have enough early game moons, they are just poorly balanced. If Experimentation and March were made good, it would feel equivalent to if Zeekerss added 2 new early game moons for me. I also think late game moons are more important because I only spend 1 quota on early game ones, but this is from the perspective of a sweat so I do understand where you are coming from.

Shadowking58

"Practically every game I've made has ended in a way that left people scratching their heads rather than feeling something. That is a big weakness." In your mind, does that include like, The Upturned? Because for me personally I was very satisfied with that ending.

buttonmasher

Endacopia is a fire game choice! Keep up the great work by the way!

leon-is-done

hey yo zeekers i was wondering if you add something similar to the xeomorph and facehugger?

Banderix

Major Update Concept: "The Deep Woods & The Facility in the Shadows" Lobby Size: Expanded to 6 players for maximum squad chaos and teamwork. New Planet ("Umbra"): A massive, pitch-black forest planet with thick fog, towering trees, and high-tier loot. Flashlights are absolute necessities. NEW Interior Facility ("The Overgrown Complex"): A brand-new indoor map design hidden deep inside the forest. Unlike the old industrial buildings, this facility has a creepy, organic, and abandoned laboratory/bunker vibe with overgrown roots, flickering emergency lights, and terrifying new indoor layouts. New Monster 1 ("The Voice Mimic / Skinwalker"): Uses audio-glitch mechanics to copy your crewmates' voices (whether they speak in Arabic or English), whispering and calling for help from the dark to lure you away. New Monster 2 ("The Phantom Sprinter"): A lightning-fast creature that bolts through the forest, capable of snatching a crewmate in a split second and dragging them away into the shadows.

Banderix

Major Update Concept: "The Deep Woods & The Facility in the Shadows" Lobby Size: Expanded to 6 players for maximum squad chaos and teamwork. New Planet ("Umbra"): A massive, pitch-black forest planet with thick fog, towering trees, and high-tier loot. Flashlights are absolute necessities. NEW Interior Facility ("The Overgrown Complex"): A brand-new indoor map design hidden deep inside the forest. Unlike the old industrial buildings, this facility has a creepy, organic, and abandoned laboratory/bunker vibe with overgrown roots, flickering emergency lights, and terrifying new indoor layouts. New Monster 1 ("The Voice Mimic / Skinwalker"): Uses audio-glitch mechanics to copy your crewmates' voices (whether they speak in Arabic or English), whispering and calling for help from the dark to lure you away. New Monster 2 ("The Phantom Sprinter"): A lightning-fast creature that bolts through the forest, capable of snatching a crewmate in a split second and dragging them away into the shadows.