Greetings!
UTR has officially reached 100 followers! While this post isn't entirely about that, we'll touch on that around the end. It's been over 2 months since our last substantial update, and we've entered the spoooookkkkkyyyy season. Since that update, we've posted a few small glimpses of what we've been working on. which we'll be discussing more here. It's taken a while but we've got a few things to show off.

First of all, another look a look at what we've seen doing in regards to the ruins and its rooms!

A while back, we posted an image showing off our recreation of the first proper room of the area. It goes without saying this was one of the first rooms to be made and its probably the nicest looking one so far. The room isn't complete yet and there's still NPCs (We're still working on those) and decorations to be added. We're mainly trying to make a foundation to work off of later, so some of the rooms look a little ugly. At some point later on, we plan to return to these rooms to give them better tilesets and make them look prettier.

I posted a look at this room earlier! You might not recognise it, but this is actually a recreation of a room from Undertale. With the path blocked by a hoard of rocks, Frisk and Toriel will have to take a detour in order to proceed, taking you to new areas not seen in the original game. Currently, this room is a WIP just like everything else so it looks a little ugly. The UT textures included are just placeholders and we plan to change them at a later date. That ugly looking doorway will also look significantly better next time you see it. Course, this isn't the only thing the rocks are involved in, but we'll get to that in a second.

We showed off this area a little too. This was our first "original" room. It's a big one that we plan on using for a cutscene with Toriel once we get to work on implementing those. Here you'll learn a little more about HOME and the situation you and Frisk find yourself in. The area, like the other rooms, currently lacks NPCs and extra decorations, but I thought this area of room was quite nice. The water itself is animated and the whole scene in general is something I'm very happy with.

Here's another look at our parallax backgrounds. Like with all the other UT assets, the buildings are placeholders to be changed at a later date, not as much to say on these compared to everything else since its just a cool visual thing. At most aside from the sprites, chances are these won't change a whole lot (The room they're in however will likely be updated quite a bit, seriously I just noticed that one of the tiles is wrong by the door).

And finally, onto the rocks. You can now push them! We considered replacing Frisk with a rock as the protagonist, but we went back on this idea as we realised most PCs wouldn't be able to handle the sheer amount of detail the rock would have. So instead of rising to fame, the rock is now a tool to open doors. These types of puzzles will appear throughout the full game, potentially with new mechanics.
CONCLUSION
Overall, things are pretty good. We were hoping to have some of our issues from the last major update sorted, but our focus has been diverted a little, meaning rooms have become our main focus. Like we said last time, the overworld is our current main focus, it's just that recently we've been involved in other elements of the game. Won't promise anything, but hopefully they'll be less of a wait for the next devlog than there was for this one.
THE BIG THREE DIGITS
As I was writing this post, I noticed that today we reached 100 Followers! It's a big achievement for us as a project with such a small team. Thank you to the people who have supported us so far, it means a lot to be able to share this universe and these characters with so many people. We hope we'll be able to continue doing so for years to come.















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