Work in Progress in Unreal Engine

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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.

Working on the 3D Menu of my Catman Horror Game in Unreal Engine 5.

cover updated

NEWS IN GAME

HELLO EVERYONE I COME WITH THE INFORMATION THAT A NEW UPDATE WHICH WILL BE QUITE BIG WILL APPEAR SOON VERSION 2.1 I HOPE YOU WILL LIKE IT

Meet the Conned!

Model made by: Blunder

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Devlog 9: Finally have a working Graphics menu, just need to expand it now(Maybe, the tutorial to get that working already made my brain hurt despite how simple it actually is)