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WEISROST:prelude

WEISROST:prelude

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Devlog

  • Visual style shift.
    June 08, 2025 by purkkin
    The visual style of the project is likely to change from the conditional "ala PS1" to low-poly with hand-painted textures. Why? I want to bring the visual closer to my drawings — the very ones that... Continue reading
  • WEISROST: Prelude v0.1.2
    June 05, 2025 by purkkin
    Pupupu. Added a bunch of stuff in one day and nearly lost my mind. Though I kinda already have. What’s new: — Health and energy are back! — Energy now drains from everything — doing stuff and... Continue reading
  • WEISROST: prelude v0.1
    June 04, 2025 by purkkin
    Exams are over, and I realized that the core idea of Weisrost fits much better in 3D. What’s new in version 0.1: The game is now in 3D. That’s pretty much the only finished part. Due to the switch... Continue reading
  • WEISROST: prelude v0.02
    May 16, 2025 by purkkin
    — Added a simple startup splash/menu — Added interaction prompts for objects — Adjusted the player sprite to properly match the hitbox — Added a door... just because... Continue reading
  • ELYSIUM
    May 15, 2025 by purkkin
    Hi. I'm starting work on ELYSIUM — a game about a once-great, now decaying white city and the lost souls wandering through its ruins. It's part post-apocalypse, part cyberpunk, with a strong focus o... Continue reading
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