Welcome to another development update! In these monthly features, we walk you through the most significant development progress from the previous month(s).
July and August have been full of exciting progress across all areas of the game, but with a continued focus on the Wardrobe as we wrap up most of its development (and prepare it for the closed testing phases).
We've had a busy Summer, with many of our developers being away on holiday! That has delayed this post by quite a while, so we'll be combining the best bits of our progress from July and August.

We've just reached 6,000+ server members! Thank you all so much for being here to support our little passion project and for encouraging us to continue it throughout all these years of hard work.
Without you, Stuffy wouldn't exist! Not only have we reached an exciting new milestone for this server, but we've also recently grown our following across social media and our Steam Wishlists count, which stands at an impressive 44,000+!

While we haven't yet reached the late stages of development that would come with a true "marketing" push, we're still incredibly grateful and proud of the community we've grown silently over the course of development. We can't wait to expand our little community further and see what's in store for the future!
Time to hop around like it's nobody's business, because we've added a "Double Jump" setting to Restitched! This feature may look cool, but it's also super handy!

Use that extra leap to avoid mistimed jumps, cross over lethal gaps, reach higher platforms, or carefully avoid timed obstacles.
If you've been around for a minute, you'll remember our "Restitched: Style-A-Stuffy Contest" from a couple of years ago. Now, with the Wardrobe nearly finished, we're happy to offer another new look at some of the winning entries as they'll appear in-game!

Another shout-out to Darbot, AmberKat, and BLUE KiWi for their lovely concept entries! We haven't forgotten the other winning entry, either. We'll share more on that in the future!
We're looking for a coder (C# in Unity) who can take the reins and lead the game's combat and creature features! Ideally, you'll be able to jump right in to help us improve existing systems while continuing the development of new ideas and missing features.

Interested in lending a hand? Apply Here!

In recent months, we've turned on interpolation for Stuffy's movement. This allows them to move at a better rate in the game's "time", and subsequently fixed an issue where jiggly cosmetics would stutter when running and jumping around.

However, this also broke the way we've coded some older features. One example of this is the Blink Bubble code and the way we lock depth movement. When the "Lock Depth Movement" Level Setting is on, Stuffy wouldn't teleport between Blink Bubbles anymore. Luckily, our coder Linus gave this a quick fix, and now it works again!
We've been toying around with ways to dissolve and kill Stuffy. Currently, they'll just disappear when touching a deadly object. Because the game is so heavily based on wearing different Cosmetics, we can't easily create a global shader like most games would.

Instead, we've come up with an idea to temporarily apply an overlay material/shader when Stuffy is dying from something lethal. When applied, the shader would be invisible (the dissolve amount will be at 0%). As Stuffy's death animation plays, we'd crank the shader's dissolve mask up to 100%. This will fully consume the player with an effect (eg. electricity, fire, etc.), and we'll then remove all materials underneath it. Then, we'll quickly lower the effect to 0% again... leaving nothing underneath.

The idea behind this approach is to find a clever way to make Stuffy invisible while consumed by an effect. When they're consumed by fire, we'd hide everything underneath it, and then when the fire subsides, you'd see nothing.
This hasn't been implemented yet, but we've quickly tested it manually in Unity at runtime, and we think it should work!

We've set up more death animations, like being electrocuted. This was giving us some trouble at first, because the game references death in multiple ways. By fixing it in the animator, death script, and lethal datasets, we were able to get it working again!

When editing the camera via the Level Settings page, Linus has added a preview camera that will show even when Stuffy isn't in the level. Additionally, the preview will now time out when you aren't editing it for a couple of seconds, or when you exit the Craftbook.

Linus also added an improved 'Focal Length' setting, which controls the strength of the blur in the foreground and background.

Linus and Halston have been working on the wall jump feature. Originally, this was a special Building Material with its own scripting. After further testing, we think this should be considered part of the normal gameplay and movement abilities, so we're in the process of making it a setting that can be applied to any object in the level.
In the meantime, Linus has been coding in all sorts of gameplay and animation support for the feature. It's quite fun to use!

The visuals for this haven't been made yet, so everything is a placeholder for now! We're looking into ways to make the wall jump surfaces stand out, like by applying a special effect when it's turned on.

Cade has been modeling new Props, like the Kitchen Scale, Asteroids, Paint Brush, and more:

Halston has created new lethal shaders for fire, electricity, and frost!

These need a bit more work to fully polish the look. One issue we've noticed is the scale of the lethal's textures are larger on Props than on Building Materials. The effect doesn't cover children prefabs (like the leaves of a Palm Tree), and we need more variation in the noise to avoid repetitive patterns.
Here are a few GIFs showing these hazards in action:
Multiple lethals + time of day lighting
Electricity
Frost / IceHalston later went on to update the fire again, improving the scale of the pattern and adding better smoke effects:
Fire + Smoke Update
Halston has adjusted the fog and default lighting of some level backgrounds ("environments"). In some scenes, we've experimentally enabled Unity Fog instead of the previous fog system we were using. This introduces some new bugs, and may be reverted despite it often looking a bit better!


New Cosmetics were modeled by Yousef and/or Issac, and imported by Halston:
Bow Tie
Head Scarf / Bandana
Gummy Ears Issac created new bitten gummy ears, rather than reusing the standard Stuffy ears. Halston also updated the gummy shader to support recoloring with the Design Tool, rather than relying on Swatches to recolor.
Snorkeler OutfitWe've imported and updated some beachy attire for Stuffy! The new Snorkel/Scuba set is looking really nice!
Neck TieHalston created a new thread in the development server, allowing the team to quickly create a list (with example images) of every Cosmetic that is either bugged or of lower quality.

This ties into a spreadsheet we've also made, which helps us track everything and assign artists to the 3D Models that need fixing or updating. This process is still ongoing, and our goal is to have artists touch up lots of Cosmetics before they go live in our future Wardrobe testing and demo plans.

We also have a full OneDrive folder of items that are queued up for fixing or remaking, which is super handy for our 3D Artists!

DeRose has been making a new cosmetics template for 3D Artists. This guide will show artists how far some clothing items can go on Stuffy, or how far away from the body they need to be.

There are a lot of considerations to keep in mind if artists want to avoid clipping in such a robust mix-and-match clothing system!

2D Artist Daniel has been thinking up explosive object ideas. We need a more generic explosive object that works anywhere and is easy to understand. We were pitched a few ideas, and a couple of them may still be used in the future!

Ultimately, we're leaning toward the Battery Bomb as our next actively-developed gameplay object and explosive. We think this could work on a timer, or by detonating instantly if slashed by the Needle.

An age-old but classic idea. We're looking into making a new head replacement cosmetic! This one resembles an old computer monitor, and the face would display on the screen in a variety of expressions (set via Swatches in the Design Tool).

With the Wardrobe Testing and Demo plans coming up, we've been thinking about the Credits screen and how to design it. Daniel has created some quick mockups of what this might look like if we were to make special Polaroid photos for some developers.

Obviously, this is just a concept! We've yet to start working on this.
Halston's been giving some quick thought to controller support in the Wardrobe. It's already possible to mostly browse the Craftbook, but how would the player shift focus to other areas of UI (like the Toolbar)? How would you use the Design Tool if you don't have a cursor? How do you exit the Craftbook or rotate the pedestal?
There are multiple ways to do some of these ideas. For example, you could use the right stick to rotate the pedestal, or you could hold the back trigger buttons.

We think it's necessary to add a virtual cursor at some point, because it's the only way to replace the lack of a desktop cursor, which is something we've designed most of the game around.
The idea is to have it appear when necessary, like when using the Design Tool. The player could then highlight Stuffy's clothing by moving the cursor around with the joystick. Similarly, you could place Stamps, but the virtual cursor wouldn't be visible (because the Stamp itself is the cursor).
To shift focus around the UI, we've considered showing special input icons. In the concept, you can see there's a "Y" prompt by the Toolbar. Pressing this would move the focus to these options instead of the Craftbook.

This will take a lot more thought and iteration, but we're not ready to focus on full controller support for the UI just yet.
Ari has drawn up some new concepts for our next enemy type! This is based on a frog, with special attacks planned...


We're not quite at a point where we're actively adding the new enemy types. We're looking for a coder who can dedicate their skill solely to improving this area of the game, and make sure slashing and creature behavior are in good shape!

Earlier in the year, Jake and Halston worked on setting up the control prompts system. This is a UI feature that shows prompts when doing certain things. For example, hovering over a Craftbook icon will show an input for "More Info".
Jake has now expanded support for this system to use custom input icons depending on the device you're using. -- Big shout out to Kenney for creating an open and accessible input icons font!

In the Game Settings menu, it's now possible to change the game's resolution to different aspect ratios. We've also been updating various UI menus to support dynamic rescaling to support different screen sizes.
(but honestly, who is using 4:3 in this day and age?...)

Another example of how we've been updating UI to support dynamic resizing! In August, Halston touched up the oldest UI in the game: the Craftbook. It now supports dynamic resizing in Unity.

We're considering adding a setting to make the Craftbook slightly larger, which shows more content at once. Is this something you'd find useful? Let us know!
We've made the Craftbook ever-so-slightly thinner, which gives more room to see the level and helps it become more consistent with the scale of other UI on the screen. The same amount of content is visible as before, and this was a very subtle change!

Joseph, Lewis, and other coders have worked together for several weeks to get your saved outfits displaying properly in the Craftbook. Now, the outfits will generate a photo with the correct lighting, title, author name, description, and so forth.
Workshop Outfits also now get their own category and icon! This helps players identify outfits that are their own and which ones came from the Steam Workshop. You can also right-click a Workshop Outfit and choose to view its listing directly on Steam.

Now, just like levels, outfits published to the Steam Workshop will display via in-game menus. You can choose an outfit from the main list to see its full page, shown below.
This page is very much a work-in-progress! We've not finalized the design or details of this menu, but everything here should still be functional enough to use for the time being.

Jake and Halston have been working to set up a new splash screen that will greet players of demo and test builds. This is because we're not ready to ship any game builds with the full main menu or access to other game features.
Early implementation
Final implementation
Luke has animated new running and mid-air slash animations, along with a new "follow me" emote.
"Follow Me!" Emote / Mid-Air Slash / Running SlashBrennan has animated a new running-stop animation. This will play when Stuffy comes to an abrupt stop after running for a moment at full speed.
Raw Animation
Running-to-stop shown in-gameHalston has set up a new blendtree state in Unity, which allows Stuffy to change their double jump animation depending on directional velocity. In other words, double jumping left will spin you a different way than jumping right!
Double Jump animations by directionWe're in the middle of setting up new hookshot animations based on direction and velocity!

These animations will let Stuffy realistically fling themselves toward the attachment point, regardless of where they throw the needle from. You can see the framework for that animation blending below, though we haven't imported all the directional animations yet!

For a while, the animation blending for hopping down has been a bit broken. We weren't sure why or when this happened, but Halston has since updated it to blend a bit smoother again!


Depending on the surface type, Stuffy will now have landing impact sounds that match the type of object they're landing on!
The needle now makes an impact sound when threading into different types of objects. Cardboard, Metal, Rock, Glass, Wood, etc. will all sound different now.
A new song called 'Sunshine Swing' was made and shared by our musician, Thomas!


In July, Halston finally fixed an issue affecting a special vertex shader we have. Stamps now render properly on all sides.

Some Cosmetic models apply special shapekey deformations to Stuffy's body. This helps to avoid clipping issues where Stuffy's leg, arm, etc. would be seen through clothing when it bends.

DeRose has expanded this system to add support for different deformation values. For example, you can now shrink the torso to 30%, whereas before it was only possible to turn it on or off (0% or 100%).
This gives our artists more flexibility over how Cosmetics will appear in-game, as sometimes you want to shrink parts of the body but not make them fully invisible or skinny.

Halston has updated some particles to scale with the camera, rather than staying at a constant size. This created an issue where zooming out would consume that area with flames, frost, or whichever particle was being used around an object.
Now the look is consistent no matter how far away the camera is!

We experimented with jiggle bones on Stuffy in normal gameplay. Usually, we only use these on some Cosmetics to give them a bit of 'floppiness'! As you can see, this didn't quite go to plan, but it made for a good laugh instead!


The Wardrobe is such a large part of the game, it could almost be a game itself! Okay... well, maybe not quite, but it is a large effort to develop and has a lot to offer!
As such, our Animator, Luke, has started working on a new render that will serve as extra key art for the game. This promotional image will be used in different sizes and arrangements (just like our current game art) for whenever we have Wardrobe-related things to announce or publish.

This will eventually serve as the Steam Store artwork for a future public Wardrobe Demo. It's not done yet, but here's a quick peek!


We thought it'd be nice to give you a little more insight into how things are going with the Wardrobe Test plans!
We're already gearing up to launch the first phase of invites. We've also compiled a list of the first community members we'll be reaching out to. Recently, we set up a framework for the test, including an EULA agreement, a private website page with useful info, and some channels on our Discord server for testers to use.
In terms of development itself? We're still finishing up major features and fixing important bugs. We're adding the splash screen that will greet you when launching the test, making sure all the game's settings work, and we're actively fixing up Cosmetics to be better quality and have less clipping.
However, the most important thing tying us up is the implementation of our new Stamping system. We've been making great progress, but there's still a bit of work to be done before it's ready to use. Stamps can be previewed on Stuffy, saved with outfits, and they support undo/redo, Wash Tool support, etc... but they aren't hooked up to our other UX/UI features yet, like scaling, rotating, flipping, cloning, and selecting.
Our Lead Coder, Raphael, has had a busy few weeks, but they're still actively working on it whenever they have the time. This could take a few more weeks... though, we're hopeful it goes smoothly and might be done sooner! In the meantime, our other devs are finishing up other parts of the Wardrobe for a better testing experience.

Technically not released during July/August, which this post covers... However, this Restitched tie-in comic has now been released as of the time of writing!

Check it out for FREE on WebToon, right from your desktop or mobile browser: https://www.webtoons.com/en/canvas/the-grandiose-tales-of-cpt-stuffy/issue-1/viewer?title_no=1087367&episode_no=1


"Trixel Spotlight" aims to highlight exceptional community content, including fan art, commentary, and game creations.
Note: Featured content does not endorse, confirm, or deny any ideas, misinformation/speculation, and is simply a way of bringing attention to community efforts!




Reflection Probes!
DeRose's cat + Stuffy
"Stern Survivor" by Daniel
Spamton by Carter
Oops I slipped,
Thank you for checking out the progress from another productive two months! Feel free to let us know what your favorite parts were!
As always, this is just a peek behind the curtain. We try to be as transparent as possible, but even our Recapped posts can't possibly cover everything from the month!
See you next time!...
digifox
2025-09-14 01:07:24 +0000 UTCFallFox
2025-09-12 22:45:48 +0000 UTC