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January Update: Talksprites Completed! Back To Coding!

 Hello everybody!


It’s time for the January Update, and this month so far has definitely not been the greatest. On the fourth day of the year, I crashed my car in a parking lot because I pushed my limits too far work-wise, and I’ve had to spend a lot of time since then dealing with it. It’s pretty much sorted out now, but it’s been very stressful.


But even with that big complication in my daily life, I have some notable dev updates to share!




The talksprites are complete! You heard me- Every talksprite that I had planned now exists, and if any more end up needing to be drawn, I’ll cross that bridge when I get to it. But the 77 sprites are here! That represents 5 unique talksprites for each main character and 3 for each notable side character. I actually finished drawing these before 2025 began~


So, what have I been up to since the year started, besides dealing with my personal life? A whole lot, actually!


I haven’t tackled any further visual assets since completing the talksprites, but I’ve been very busy. With every talksprite available to me, I’m finally able to write with clarity- That’s taken the form of about 10,000 words more than were included in the demo, just for a start! And those 10,000 words just come from flights of fancy, moments where I felt immediately inspired to fill in the contents of functional code. Because functional code is most of what I’ve added!


Why did I need the talksprites done before approaching these code frameworks fully…? Well, I’m not exactly sure, but it definitely has been helping. The randomization process and the ally system are both fully coded in now! That’s right, we’ve broken out of the demo’s focus on Loop One. It’s now entirely possible to bring a friend along with you, die, then get a different friend! And everybody else in Area 1 will acknowledge the friend, too~


I have decided to slightly postpone upgrading from monthly updates to biweekly ones until after February, mainly because February is a short month in which I will be spending very little time in my own home, and I need to spend a portion of it stepping off to the side to work on my other main artistic venture- I have commissions to complete and some designs to finalize over in the Fan Niche. That’s my online shop, if you didn’t know, and you can buy Entropic Float merch there among plenty of other things!


Basically, I don’t expect to have enough done at two separate points of February to warrant updating- I’ll just update around the 20th again. But March? March will bring updates on the 8th and on the 22nd! And in the meantime, it isn’t like I expect to get nothing done in February overall. Here’s the goals I’ve got for the month ahead!


  • Find the notebook where I wrote down location flowcharts. I somehow lost this in my apartment somewhere. I need to know the order of things!

  • ^ Sketch the remaining BGs needed for Area 2, once I know exactly what I planned for those to be.

  • Implement Area 1’s Pizzeria Minigame - This is the first place The Possum will appear~

  • Add a GUI element showing which allies are currently recruited.


Let’s see how that goes! I’ll keep you posted. As usual, you can find more frequent updates in the discord server, and thank you for reading!


Afternote: The goal of getting the EF2 demo onto Steam was scrapped for now due to some technicalities in the process. Basically, Steam's methods for posting a demo are based on the full game already being available- While a pre-release demo is entirely possible, it does require a fully configured maingame store page, and I'm just nowhere near being able to do that. I'm not interested in creating a subpar store page with some kind of placeholder trailer just to get the demo onto a second platform when it's already available on itch. It will be on steam eventually, but not until development progresses enough to make a proper, appealing store page!

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