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Production Notes
Milestone-driven development updates, production snapshots, and process notes tied directly to games in progress.
May 16, 2026
The guards are real now. That's the best way to describe what happened this week.
May 8, 2026
The stealth system has its first real numbers. The StealthComponent is live on the player character, ticking every frame, and by the end of tonight it's producing actual visibility scores
May 6, 2026
Today was a big one. Two separate things landed — one at the design level, one at the code level — and they're more connected than they might look.
May 5, 2026
Phase 4 Steps 3 through 6 landed today. The mission system now has a full lifecycle from start to resolution — and when a mission ends, the result is durable. It persists to save, survives load, and is queryable by dialogue conditions and anything else that needs to know what happened.
May 1, 2026
Phase 3 closes out today and Phase 4 kicks off in the same session. The last two steps of the dialogue phase landed, and then the first two steps of the mission system were built on top of them.
April 27, 2026
The Sarah mission prep scene ran end-to-end in PIE today with live data for the first time. All 61 nodes are wired, the branching works, and the narrative effects are firing correctly against the subsystem.
April 25, 2026
A full day on the dialogue system. By the end of the session, the runtime is fully wired to narrative state, the conversation exit controls are working, and the first real authored dialogue in the game is written and being entered into the engine.
April 24, 2026
Today closed the loop on everything built over the past two days. The dialogue runtime went in, a real NPC was placed in the world, and the conversation UI went live
April 23, 2026
A full day of foundation work today. Three distinct layers landed: the narrative system got its final wiring, Phase 3 began in earnest with the player interaction stack, and the complete data structure behind every conversation in the game was defined.
April 22, 2026
We hit our first real milestone today: Proclaim boots. That might sound underwhelming if you've never shipped a game before, but getting from nothing to a project that actually launches — proper splash screen, main menu, music, pause menu, working input — that's the difference between a folder full of ideas and something that's actually alive.
Devblog Updates
Get milestone-focused devblog posts by email. This list is separate from the studio blog and can be managed independently.