Game
Five Days at Sunshine Daycare
1 month ago

In Light of Recent Events..


Pre-Dev Log #3 - "In Light of Recent Events"

Date: May 13, 2025


Hey everyone.
It’s been a full 8 days since Pre-Dev Log #2, and I wanted to take a moment to break the silence and clue you all in on what’s been going on. This isn’t a “release delay” kinda thing—truth is, we’re still fully in concept mode. No packages, no demos, no code—just pure worldbuilding, planning, and vibes.

But still, progress has been happening. Here's what's up.


Why the Silence?

  • Creative Recharge:
    I needed time to reset. After pushing out a ton of lore, phone call scripts, and character ideas, my brain was running on low battery. The vibes were off, so I gave myself room to chill and come back strong.

  • Reframing the Vision:
    I’ve been rethinking how Five Days at Sunshine Daycare (FDASD) fits in with the bigger picture—especially with As Above, So Below (AASB) being the heavy sequel. FDASD sets the tone, so it needs to land hard.

  • Real Life Be Life-ing:
    Life got in the way. Y’all already know how it is—sometimes the real world grabs you and won’t let go. But I’m back now, and so is the energy.


What’s Been Happening?

Even without coding, a lot has been moving forward on the design front:

  • Phone Call Scripts Fully Drafted (Days 1–5):
    These things are ✨meaty✨. From Jamie’s casual intros to the final gut-punch of Day 5, we’ve been crafting these calls with a mix of humor, lore, and dread. Day 4? Heartbreak. Day 5? Cold. SADTRACKED AI levels of cold.

  • Character Identity Locked In:
    The animatronics in FDASD all have their own identity—Sunny-Bun, Bella Blocks, Captain Tickle, NapNap, Mr. Smile, and more. We’ve locked in the tones, vibes, and even how they’ll sound in voicelines.

  • Pre-Dev Lore Stacking:
    More background is being layered in. The daycare’s messed-up admin, the reason it’s operating in daylight, and the breadcrumbs that’ll eventually lead into AASB’s fire-and-ruin madness. We’re cooking a timeline.

  • The Tone is Evolving:
    FDASD is light on the surface, disturbing underneath. The bright colors, the children’s setting, the happy mascot costumes—all contrasted by the subtle descent into mystery and horror. And with each day’s phone call, that descent gets louder.


Where Are We Going Next?

Since we’re still in planning mode, here’s what’s ahead:

  • Full Layout & Mechanic Planning:
    We’ll be nailing down the in-game systems soon. FDASD isn’t using the “jammer” like AASB, so we’ll need to define how the player interacts with and defends against the animatronics. Think more physical space, less tech-heavy tools.

  • Mockups and Visual Concepts:
    Might start sketching or mapping out the look of the playroom, office area, halls—just to get a feel for the space and how it all fits together.

  • Clean Doc for Voice Scripts and Animatronic Logic:
    We’ll organize all the chaos so when coding does start, we’re not playing catch-up.


Final Thoughts:

This is a passion project. It’s weird, it's unconventional, and it flips the FNaF format in a way I haven’t seen before. And that’s the goal. If you’ve been watching the project, thank you. If you’re just joining in, welcome. Things are just getting interesting.

I’ll be back soon with Pre-Dev Log #4—and hopefully, some concept visuals to go with it.

Until then, stay sunny.



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