Parasite Inside - Dev Report – October 2026 — page 1
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Parasite Inside - Dev Report – October 2026

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About This Title

Hi everyone,

I hope you’re all doing well and that the autumn weather is bringing you more coziness than gloom.

Either way, development continues, and in this Dev Report I’d like to share what I managed to get done throughout October.

New 3D Assets

The new locations and puzzles required quite a few unique 3D assets.

I wanted them not only to support the atmosphere of each sector, but also to feel logically integrated into the environment and clearly belong to the areas where the player encounters them.

New Levels

For some reason, creating locations for TEP always feels more difficult to me than building areas for the main storyline.

It’s probably because there won’t be traditional enemies here, so I want the environments themselves to carry more of the experience and feel as detailed and content-rich as possible.

This takes quite a lot of time, but I’m very happy with the results so far. The new rooms tell their own small stories, and thanks to the unique environmental assets created specifically for them, their original purpose aboard COLOS-8 should be much easier to understand just by looking around.

Dialogue Audio Tracks

The character dialogue for the upcoming update has been edited, cleaned up, and prepared for use in the game.

I also made some changes to the way Oni’s voice sounds when she is thinking or speaking with “parasite,” giving those moments a slightly more distinct audio identity.

Optimization

I’ve now fully completed the texture optimization and level-streaming work I mentioned in previous Dev Reports. These changes should noticeably improve performance, especially on weaker PCs.

I also improved the baked lighting setup to fix situations where light from one room could incorrectly bleed through and illuminate walls in an adjacent room.

In a way, this is also part of optimization, since it allowed me to improve the way the lightmaps are built and used while keeping the lighting more visually consistent.

New NPC

A new NPC for the main storyline has been created.

I can’t really say much about this person yet without getting into spoiler territory, but I think she may provoke some pretty strong reactions from players — both positive and negative.

New Spatial Puzzles

The new puzzles took almost as much time to develop as the locations themselves.

To make them interesting while still keeping their logic intuitive, I had to spend several days just planning how they should work before even starting the actual implementation.

And no, there’s no platforming this time. I promise!

Next month, I’ll be focusing on polishing the new locations and adding the upcoming cutscenes to the game.

Best regards,
Kodman

Artist

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