Dev Update 11
This Week in Macabre
In this latest update, we're delighted to announce that we've taken some pivotal steps forward in enhancing the Macabre gaming experience. We have successfully migrated to the Unreal Engine 5.2.1, unlocking a wealth of cutting-edge features and capabilities that will only enrich the depth and immersion of our world. In our continuous quest to refine our development processes, we've built a dedicated build machine to handle packaging and build profiling. We've also brought some slick organizational tools on board such as batch rename and linting tools.
As we turn our eyes towards gameplay, we're excited to introduce a whole new level of interactivity with the implementation of flowgraph. This will enable us to weave intricate scripting events into our demo and quest lines, making every playthrough that much more dynamic.
And, of course, in our unwavering pursuit of excellence, we've squashed all packaging-related bugs and various other hiccups, while giving the project a much-needed cleanup. From rigorous asset renaming in line with our style guide to deep-diving into each facet of the game to refine and polish, we've left no stone unturned. We're incredibly excited to share these advancements with you and can't wait to hear your thoughts. Strap in, the world of Macabre is about to get a lot more immersive!
Features
Bug Fixes
Other


In this latest update, we're delighted to announce that we've taken some pivotal steps forward in enhancing the Macabre gaming experience. We have successfully migrated to the Unreal Engine 5.2.1, unlocking a wealth of cutting-edge features and capabilities that will only enrich the depth and immersion of our world. In our continuous quest to refine our development processes, we've built a dedicated build machine to handle packaging and build profiling. We've also brought some slick organizational tools on board such as batch rename and linting tools.
As we turn our eyes towards gameplay, we're excited to introduce a whole new level of interactivity with the implementation of flowgraph. This will enable us to weave intricate scripting events into our demo and quest lines, making every playthrough that much more dynamic.
And, of course, in our unwavering pursuit of excellence, we've squashed all packaging-related bugs and various other hiccups, while giving the project a much-needed cleanup. From rigorous asset renaming in line with our style guide to deep-diving into each facet of the game to refine and polish, we've left no stone unturned. We're incredibly excited to share these advancements with you and can't wait to hear your thoughts. Strap in, the world of Macabre is about to get a lot more immersive!
Features
- Upgraded to Unreal Engine 5.2.1.
- Set up our build machine to package and profile the project.
- Implemented batch rename and linting tools.
- Implemented flowgraph to create custom scripting events for our demo and quest lines.
- Added an inventory item notify flow node, and some prototype stub nodes for voice-over, UI, and ability activation.
- Added Flaregun and Walkie Talkie 3D assets.
- Added 2D icons for various tools and crafting materials.
Bug Fixes
- Fixed all current errors in relation to packaging.
- Squashed various bugs.
Other
- Major project cleanup and renaming of assets to adhere to the style guide.
- More concept art progress


