Hey everyone! Welcome back to another devlog for Lobo. I’ve been working on some exciting new features, including combat upgrades, UI improvements, and inventory updates. Let’s dive right in!
Next up
Adding keyboard + mouse support to The Wolf in Me playtest.
Controller-first design, so seamless switching between mouse, keyboard, and controller has been a fun challenge.
All prompts update instantly.
After years of development, the first prototype of the transformation is finally working.
Still a lot to polish, but it’s exciting to see it in motion.
Lobo is a narrative driven action game about struggling with the beast inside you.
This clip shows a shield throw ability where the boss attacks at range and recalls the weapon, forcing the player to dodge instead of block. On hit, the player is knocked down, creating a moment of vulnerability and pressure.
Tutorials in Lobo are optional, easy to skip, and only cover key mechanics that aren’t obvious. They’re brief and direct, and yes! They break immersion, but that’s intentional: quick info bites help you immediately apply what you learn.
We started making a game about flipping tables. We ended up making all of this too.
New trailer for The Wolf in Me.
A narrative-driven action game about losing control.
The more you fight, the harder it is to stay human. 👉 Wishlist on Steam https://store.steampowered.com/app/2486160/The_Wolf_in_Me/
Lobo is now The Wolf in Me. A narrative-driven action game about losing control. The Steam page has been fully updated. Wishlist now https://store.steampowered.com/app/2486160/The_Wolf_in_Me/
Working on a variety of things for my game! 🌱🛠️ #indiegame #gamedev #videogames
New inventory UI redesign for my game.
Inventory and equipment now share one screen, built to make decisions faster and easier.
Compare gear, check stats, view level and attributes, and instantly see how items affect damage and armor.























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