
Post about Unreal Engine!


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.

I AM SO COOKING!!1!1!
Stay tuned on @LoxerVosky account, he'll be posting something interesting soon ;3


💬 “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.










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.

Thanks for an amazing STEAM NEXT FEST and for 316 WISHLISTS! Means alot for a small indie developer!
Over 100 people played the demo :D Full game will release September 2025!
Did you know we have a DISCORD?
https://discord.com/invite/Q6dMnGmPer
Stay tuned!

Are you doing unnecessary work when calling Delegates in #UnrealEngine?
I wrote an article about this small topic since I was dealing with it recently (it's free to read!) Includes examples and fancy Macros.
https://www.patreon.com/posts/unreal-engine-131408500?utm_medium…


Devlog: 11
Working on adding the Gamejolt API, most menus should be functioning, also working on a prototype for a level. Also fixed the flying kamikaze type enemies, no more crashes from them(HOPEFULLY), released the second Alpha.


What would you guys want to see in the Chapter 1 DEMO?