Devlog #11 — And the Town keeps growing
Hello everyone!
I’m excited to share the latest updates and what I’ve been working on recently.
This past month has been all about UI and interactivity — the things that make the game feel alive, intuitive, and true to the rhythm of a small provincial town.
To be honest, I often get upset that the story itself isn’t moving forward as fast as I want. More experienced developers told me that right now I’m actually building the framework for the whole game (I’m still not entirely sure I understand what that means!) — and that this part secretly takes about 80% of the time and is responsible for most of the success later.
They also said you can’t measure a game by “how many story days are done,” which is exactly what I keep doing.
Since this is my first game, it’s really hard for me to understand what counts as progress and what stage I’m even at. Everything feels new, and sometimes I have no idea how much is “done” and how much isn’t — I’m learning all of it for the first time.
But let’s get to the updates:
1. The Interactive Town Map
The map has been living only in my notes and plans until now — and I’m really happy that it finally made it into the game!
Well… almost — I still need to place the locations, but the system itself is fully functional, and that’s the big milestone.

The map now allows you to:
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zoom and pan freely,
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see all available locations,
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jump to any of them with a single click,
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and in guided modes, the map will show recommended places to visit.
For the first time, the town can be viewed as a whole rather than only through local screens. You can travel anywhere directly — no need to walk through multiple transitions.
2. The Weekly Calendar
One of the most important systems for the game — almost finished, just needs to be filled with events.

The in-tablet calendar now displays:
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daily events,
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time-of-day icons,
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places where something will happen,
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a clear structure of morning / midday / evening / night.
This helps create the feeling that Marina really lives within the schedule of a small town, instead of simply jumping between scenes.
3. Other Updates
Of course, I’m continuing to polish other parts of the game:
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I redesigned the difficulty selection screen so it feels like part of the story, not just a settings page.
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UI screens are gradually being unified into a consistent visual style.
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Navigation is becoming smoother and more intuitive, especially inside the tablet.

Thank you so much for all the feedback and support.
I’m still a beginner developer, but I genuinely want to make a truly good game — something cozy, atmospheric, and worth finishing.
Not everything works perfectly on the first try, but I keep moving forward every day — improving the mechanics, visuals, and story step by step.
With your support, I hope I can turn this project into something really special. 💛
Get The Secrets Of The Town
The Secrets Of The Town
Find the truth—or lose yourself in the secrets of the town.
| Status | In development |
| Author | Annie Games |
| Genre | Visual Novel |
| Tags | Exploration, Female Protagonist, Meaningful Choices, Multiple Endings, Mystery, Otome, Romance, Story Rich, supernatural |
| Languages | English, Russian, Ukrainian |
More posts
- Devlog #10 — Many Changes Ahead34 days ago
- Devlog #9 - New Build v0.3!61 days ago
- Devlog #8 - Small steps toward the next release84 days ago
- Devlog #7 — Dialogues, Mini-Game, and Plans for SeptemberAug 16, 2025
- Devlog #6 — Trying to Outrun Time and Outsmart CodeAug 02, 2025
- Devlog #5 — Two weeks to meet, a lifetime to decideJul 26, 2025
- Devlog #4 — Update 0.2: The Story DeepensJul 20, 2025
- Devlog #3 — Writing is almost done, now the scariest partJul 06, 2025
- Devlog #2 — A quick update and a bit of the coreJun 28, 2025

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