Three Steps Forward, and One Overstep

Buds, we are finally here!

After an August filled with preparations and fine-tuning, our Website, Steam Page, and Discord Server have officially launched!!

A Long-Awaited Launch


For you reading this, our launch might feel like it came quickly. For us, it’s been nine months of work and preparation leading to this milestone.

As we shared in the last two DevLogs, funding from Østnorsk Filmsenter gave us the chance to speed up development and reach this stage much sooner than we thought possible. Now, with our website, newsletters, and Steam presence, we finally have the tools to start reaching out, sharing Steps, and growing our community.


A huge shoutout to Mathias, who has carried most of this launch on his shoulders, as he has:

  • Designed and built the website.
  • Build the Steam Page & Discord server.
  • Created the super charming first announcement trailer for Steps.


The trailer is only a glimpse of what’s to come, but it shows the heart of our idea and we’re thrilled to share it with you! Future videos will follow as we keep building new levels and refining visuals.

Looking ahead, September will be key. We’re wrapping up Phase 1 of our funding at Østnorsk Filmsenter, applying for the second round. We’re also beginning the journey of community-building and investor outreach. Since there will be longer waits for national funding going forward, we’re also hoping to connect with investors who see the opportunity in Steps.

(And if you are, or know, someone who might, we’d love to talk!)

A Month of Preparations


August felt like an all-out preparation sprint. We knew we wanted to introduce Glueplant Games and Steps to the world at the end of the month, and have worked tirelessly to get everything ready.

“Become visible” is now our next big focus. We’re already in touch with some upcoming gaming events, and hope to show up at some later this year.

That means that we need to prepare proper event material:

  • Thanks to Amilde, our front cover design sets the tone for our visual identity.
  • Roll-up banners for exhibition booths.
  • Designing Glueplant-branded clothing for when we’re out representing the studio and our games.


Our dream for the next half year is to stand among other developers, spark conversations, and share Steps with as many people as possible.

The First Bump in the Road


August was productive, but also brought our toughest challenge yet!

Originally, we used a shader that “cut holes” in walls whenever the camera was blocked. It worked… but it was limited and a bit bugged. In an attempt to try something new, Mathias experimented with a script that zoomed the camera when walls obstructed the view.

And it changed everything!

Suddenly, the player could walk inside hallways and secret rooms without needing wall cutouts. Level design instantly became more flexible, and block counts dropped by over 60%, making levels far less performance-heavy.


But camera systems are notoriously tricky. Smooth rotation, handling collisions and wall clipping, accounting for abilities like CeilingGrab, then stairs and NPC cameras. It quickly spiraled into a major headache. On my 8th day of starting from scratch I almost gave up and returned to the old shader. But after countless iterations with back-and-forth Cinemachine-versions, the pieces finally clicked.

The result is a functional camera that works in any scenario. When standing against a wall, the zoom is a bit unclear. But I’m positive we will find a solution going forward.

On the Other Side of the Bump


Thankfully, not everything in August was a struggle!

  • The Dialogue System got a major overhaul, now with deeper trees for more dynamic storytelling.
  • We added walkable branches, opening clever new pathing in levels.
  • A unified Options Menu now gathers settings and controls in one place.
  • And most importantly: we started on the Skin Menu.


In Steps, cosmetics aren’t just for fun. They’re tied directly to the game’s narrative through themes of “finding your place” and “choosing your path in life”. Skins can be found in levels and unlocked using essence.

In August, we finished the Shop part of the menu. Next up in September we’re finishing the Wardrobe, where players can equip their collected skins.

Something Always Comes Up


Of course, with every new feature a swarm of bugs are marching in.

Over the last month, I have found a lot of minor bugs. Sometimes it feels like fighting a many-headed hydra; squash one and two more appear. But these “mini-bosses” of development aren’t all bad. They force us to refine our systems, rethink assumptions, and often help us feel productive again after finishing a bunch of them in a short amount of time.

Some fixes are quick, necessary breaks in the workflow, others get logged for later. But either way: bugs are part of the process. And occasionally, they remind us that we are making progress, even when it doesn’t feel like it.

The Last Portion of “Phase 1”


We’re now entering the final month of our funding period. We’re ahead of schedule and confident we’ll finish in time. The real test, however, will be convincing Østnorsk Filmsenter that their support has been worth it.

Looking back, we have had tremendous progress:

  • We have launched our website and Discord server.
  • Steps’ Steam page is up-and-running.
  • Almost all systems for Steps are now integrated.


We’re on the edge of really kicking Steps into full motion, and we’re more excited than ever for what comes next. If you want to take part in our journey, you can Subscribe to our newsletter to stay updated each month. Also, spread the word about Steps to your friends and communities, and join our Discord server if you want to come in more direct contact with us and help shape our games.

Buds, Let’s keep growing!

This month marks a turning point for Glueplant Games. We’ve had our bumps, but we've also taken big strides.

Thanks for being here through it all!

See you next month^^