Work in Progress in Unreal Engine

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We have uploaded a DirectX 11 version of the demo for the people who can't run Vulkan, the final product will automatically use Vulkan or DirectX 11 depending on your system

Devlog 12: Released the prototype map. Still working on adding the Gamejolt API to it but getting it to work is confusing.

Interface.

is visually almost done.

(yes here is once again this room, but sorry, I literally have no assets for the others XD)

I AM SO COOKING!!1!1!

Stay tuned on @LoxerVosky account, he'll be posting something interesting soon ;3

#fnaf #fangame #furry

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Devlog: 11

Working on adding the Gamejolt API, most menus should be functioning, also working on a prototype for a level. Also fixed the flying kamikaze type enemies, no more crashes from them(HOPEFULLY), released the second Alpha.

Devlog 10:

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Smart loading, zero immersion break.
In Lobo: The Howl Within, I’m using narrow passage mechanics to stream levels seamlessly in and out—no loading screens, just smooth exploration.

Main Menu for Catman for Unreal Engine 5.6

💬 “What... was that there yesterday ?”

💬 “No idea... but it looks huge.”

💬 "Shall we go ? We can't just stand here."

A tower out of nowhere. No one knows why it's there, or what we'll find. We move on.

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Not every door in Lobo: The Howl Within is meant to be opened…
Some require keys, quests, or ancient light-fueled lore.
Others? They’re not keeping you out—they’re keeping something in.

Here’s a look at the new door interaction system.