Squeaks D'Corgeh - HI-09 - State of Development, August 26th 2026.

Squeaks D'Corgeh - HI-09 - State of Development, August 26th 2026.


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Hello guys! Surprisingly, still alive and kicking! I've been working on HI-09 pretty consistently through the last month or so, and I wanted to generally keep you guys posted as to what is going on.

For starters, Ending A, B, and D can all now be achieved totally legitimately. All of their end screens, achievements, etc all work, and I've honestly had a lot of fun running through what is effectively a fully playable game.

Ending C is probably (to be expected), the slowest. I kind of figured effectively making a whole smaller game to be stuffed inside of HI09 would have been a challenge, but I underestimated just how complex it was gonna be. All of the stuff required for Ending C IS within the actual package that is HI-09, though, which is still progress!

Aside from that, I have been, honestly, jam-packing this shit with easter eggs. Something I wanted to do more of, which I kind of lightly touched on in Shipwrecked, is random events which occur when entering a map. SW64 had this with the altered portrait of Rex, and some random sound effects. HI-09 legitimately has so many that only a few of them have been found by the (albeit, very small) group of testers. So much has yet to be found even by them which has me very excited. I, ironically, given SW64's story, want to lean into the "haunted game" vibe and try my best to make each run of the game feel slightly different.

Newgame+ is actually implemented as well, which you achieve after Ending A, and opens up the game for other endings on future runs. Through most of it it is mostly running through the same campaign, but doing different things and going about it in a different way. Limbo especially has so much potential which I am trying to capitalize on to the best of my ability. I've never had so much fun designing a section of a game dude oh my god.

Once the "game" is 100% done, the priority will switch to be mostly focused on the story stuff. ARG elements and film-like elements will take priority here. I am doing it separate as opposed to Shipwrecked just so I can give that angle of development my full attention. It is daunting since, truthfully I haven't really committed to proper Filmmaking in ages, but we will have to see how it goes.

That's all for now, I wish I had more to show, but unfortunately part of the problem with working on a project like this is balancing showing stuff off, and just spoiling the game as a whole. I hope you are all having a good day though!!

(PS, here's some bullshit I did while doing mocap)

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