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Maybe you think you’re escaping a horde of undead soldiers. Actually, I’m tricking you—using the chase to load everything behind that ruined wall. Game dev isn’t just about what players see—it's how you hide the seams. Steal the idea, not the mechanic.







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


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.


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.


💬 “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.










the transfer to ue 5 is successful.
the game began to look better and also increased.
(fps UP)









I will not rejoice at what happened to the project. literally there was a new atmosphere. I also made almost all the textures of the resolution, and also some reworked. I will transfer some assets, because they are bad.

Welcome to the Unreal Engine community on Game Jolt!
The Unreal Engine is a game engine developed by Epic Games, first showcased in the 1998 first-person shooter game Unreal.
Join the community and share your own creations!
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