Welcome to A Phantomatic Nightshift, where the dead have paperwork and you have a shift to finish.
A short first-person paranormal comedy about bureaucracy, bad decisions, and ghosts who desperately need a hobby.
🆕📢Version 4 Fixes & Updates:
Preve...
Welcome to A Phantomatic Nightshift, where the dead have paperwork and you have a shift to finish.
A short first-person paranormal comedy about bureaucracy, bad decisions, and ghosts who desperately need a hobby.
🆕📢Version 3 Fixes & Updates:
➡️Came...
The dead have paperwork. You have a night shift to survive.
A Phantomatic Nightshift is a short first-person paranormal comedy set in the Romanian Bureau of Phantomatic Crossing. Help peaceful ghosts reach purgatory while dealing with possessed offi...
In this Life of Alex devlog, I continue building the tea house area at Kazuhara Resort in Unreal Engine 5. This update focuses on defining the space with fencing, adding stones along the pathways, and introducing a pond with a bridge and fencing arou...
In this devlog, I continue shaping Kazuhara Resort by evening out the terrain and building its road infrastructure in Unreal Engine 5. The focus is on preparing the ground and creating routes that connect the resort’s different areas.
I showcase the...
In this devlog, I showcase the landscape creation and terracing process for Kazuhara resort in Unreal Engine 5. Using Landscape Mode’s Sculpt, Flatten, and Smooth tools, I shape the terrain, create distinct terraces, and soften the transitions betwee...
While implementing player death and ragdoll physics, I ran into a persistent Chaos physics issue. The death system and ragdoll activation work correctly, but once the body hits the ground, it begins violently twitching, bouncing, and rotating, someti...
This devlog showcases my Blueprint-based sprint and stamina system and its integration with the player’s health and thirst.
Hydration decreases at a normal rate while walking. Sprinting consumes stamina and accelerates hydration loss, giving faster ...
In this devlog, I’m showcasing the Flashlight, Lantern, and Battery Systems I’ve built for my game in Unreal Engine 5 using Blueprints.
Both light sources are fully integrated with the inventory system and can be equipped, used, dropped, and swapped....
In this development log for Life of Alex, I’m showcasing the interaction awareness system I’ve built to help players identify objects they can interact with naturally while exploring the world.
The system combines icon widgets with custom depth shade...
Hi everyone, and welcome!
Today I want to give you a first look at one of the systems I’ve been working on for my game: the inventory system.
The game is still very early in development, so everything you’re about to see is a work in progress and w...