Nightwatch at the Hopkins' Cliffside

Nightwatch at the Hopkins' Cliffside The Incoming Release of NatHC - The Story of Development

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The Incoming Release of NatHC - The Story of Development
Version Date
Sept. 27, 2025
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The Incoming Release of NatHC - The Story of Development

The Incoming Release of NatHC – The Story of Development
[p]With the release of "Nightwatch at the Hopkins’ Cliffside" just around the corner, I thought it would be a good time to look back at how far the game has come during the last year and a half. A lot has changed since I first started putting together the earliest prototypes — both in terms of visuals and gameplay. From the Lighthouse to the Tetrahedron, and especially the layout of the Hopkins estate, everything went through multiple iterations before reaching the state you’ll see in the final game. Below I’ve gathered some comparisons to showcase this journey.[/p][p][/p][p]The Lighthouse[/p][p]The Lighthouse has always been the most iconic structure on the Cliffside. Early versions of it were more of a placeholder than anything else, with rough shapes and simple materials. Over time, I refined its shape inside and outside and improved the overall geometry to better reflect the atmosphere and flow I was aiming for. Lighting also plays a big role here — by rotating the sun and adjusting how shadows fall across the structure, the Lighthouse now feels much more like a looming centerpiece of the landscape.[/p][p][/p][p]The Backyard
[/p][p]The backyard is another area that changed a lot during development. At first it was just open empty space, but over time I added more structures and detail. The most notable changes are the addition of a garage and a vegetable garden on the right, which make the area feel more lived-in and practical. Combined with new lighting adjustments, the backyard is now a much more atmospheric part of the map.[/p][p][/p][p]The House[/p][p]When I first tested the Strider AI, the Hopkins estate was nothing more than a rough blockout — walls and floors put together just to have a space to move around in. It even lacked in the most important part of the game - Strider hunting flow. The player needs to have points where he can loop him and break the line of sight. Comparing that to the final version really shows how much detail was added over time. Rooms are now logically arranged, with proper furniture that enables looping paths for gameplay. The difference between the early test house and the current one is night and day.[/p][p][/p][p]The Tetrahedron[/p][p]The Tetrahedron, the player’s main tool for detecting anomalies, went through several redesigns. The very first textures were darker, less accurate and the glow seemed much more random. In the final design, I gave it a more polished look with detailed marble-like glow paths on its sides. It feels much more like a mysterious object with history behind it, instead of just a placeholder tool.[/p][p][/p][p]The Scanner[/p][p]This one probably changed the most dramatically. The original scanner model was, frankly, awful — clunky, oversized, and its legs still give me nightmares when I look at them. I mean, why did I even thought that making them like this was a good idea. Probably I knew that it is not. I completely reworked it from scratch into a cleaner, simpler device that matches the rest of the world and the Resolver design. Now it looks functional, more interactive and immersive.[/p][p][/p][p]The Resolver[/p][p]The Resolver didn’t need as much of a visual overhaul, since it was done properly from the very start. It did need to receive tweaks to its design and interface though. I decided to add a few stripes and warning signs to make it feel more like a proper piece of equipment.[/p][p][/p][p][/p][p]With the release coming this Monday, September 29, it feels surreal to look back at all these changes and see how much Nightwatch at the Hopkins’ Cliffside has grown. What started as small prototypes slowly turned into the full game I’ll be sharing with you soon. I’m really excited for you to finally experience it, and I hope you’ll enjoy exploring the Cliffside as much as I enjoyed building it! See you on monday![/p]