Hello everyone!

It has been a bit of a dry spell on our socials as we continue to work hard on The Prologue, and we wanted to give a big update on things going on behind the scenes. This post aims to go over what we have been working on, what is coming in the future, and how development is going. We also wanted to give some details on the demo, and answer some questions asked by the community! Just a reminder that in these posts the pronoun ‘we’ is used, however Veritas Studios is currently only myself, Verity.

So How’s Development?

It has been going very well! We are about 90% finished with the open demo that releases in exactly one month, and we feel it is coming together nicely. We have been addressing some bugs and concerns from the closed demo, and we feel that the demo is very polished, and we do not anticipate any issues at launch.

We recently wrapped up the finishing touches of the intro level, where the story first begins.

One of the bigger challenges we have been facing is balancing puzzles to exploration. With the main part of the prologue being a house, you only have a certain number of puzzles you can implement before realism fades away (RE7 shadow puzzle, we are looking at you). A part of balancing this involves thinking about how long you want the level to last, while keeping realism. Do you want the level to have 1 puzzle, but last a few minutes, or do you want the level to last 30 minutes, but have 10 puzzles? We are also taking into account exploration time. How long will it take the player to explore the level to their liking? Is every door open from the get-go? With the launch of the demo, there will be 4 puzzles for the player to complete in order to progress, with only one being less ‘realistic’. With the full release, we plan on adding more to areas we feel have space, while not making the game feel too convoluted, clumped, or over designed.

Another challenge that we have faced is conveying progression steps to the player. Most games use voice actors, some use narrators, and some use plain text pop ups. The way that Interstitial will be handling this is with the help from Chatterstar!

Chatterstar is a childhood toy of Max. It is a walkie-talkie with a built-in AI, but when in proximity of other units, it can be used to talk with them as well! If it wasn’t obvious, the AI voice of this toy will be, well, AI generated. While we did not want to use much AI in development, the voice-lines of Chatterstar were AI generated to match the fact that in game the voice is an AI.

In certain areas of the game, Chatterstar will help guide you, and may even… misguide you…

Demo Info

With just a month left until the demo, we wanted to share some info regarding it!

Currently, we are on track to finish the demo in the next week or so, in which we will then begin our marketing campaign. Making the demo has been super fun, and we excited to show it off during Steam Next Fest! The demo will include the intro level, and Home Sweet Home. These levels are variations, and the full release will be the full versions of these 2 levels, and also the third level of the prologue, Recalculating Route.

We want to go over some things that will NOT be in the demo, but WILL be in the full release:

  1. Steam Achievements

  2. Checkpoints and Saving

  3. Selectable Difficulty

  4. Voiceline Volume Setting (this includes Chatterstar voicelines)

  5. HDR (this is not currently confirmed, but we do want to implement this)

  6. Keybind Remapping

  7. Controller Support (will ship AFTER full release)

Just a reminder that the demo will release June 15 at 10AM PT, and it will be completely free for all players. The demo will remain open until the full release. Additionally, just like in the closed demo, the only saving will be for settings. About a week out from demo release, we will share a list of any known bugs or issues, but we do not plan on there being any :)

Looking ahead

We wanted to give a peek at what we have in store for the rest of the year. Most of this is pretty much set in stone, but as always, it is subject to change. See our 2026 roadmap below!

Yep, Interstitial will fully release this fall! Looking at the roadmap, we do have a lot in store for June, and we do have some set dates already.

  • Press Release: 6/1

  • Marketing Campaign: 6/1

  • Next-Fest Trailer: 6/7

  • Open Demo: 6/15

Console Release

With controller support being implemented this winter, we will be looking at the logistics of getting Interstitial onto console platforms. A console release is not confirmed, but it is something we really want to have. Updates on this will be provided when possible. What we can say is that we are not considering Switch or Steam Deck, but VR is a platform we will look into in the future (please do not get your hopes up).

Q&A

In our Discord, we announced that this will be posted, and that members may ask questions and some will be answered in this post. We received a few, and some answers are below:

Q: How realistic will the game be?

A: We want the game to be very realistic, in terms of both gameplay and graphics. Have no doubt, graphics and audio will be as realistic as we can make them, while maintaining optimization. Since this is a liminal space game, we may leave the area of realism here and there to adhere to the theming.

Q: Will there be entities?

A: Yes, but not in the way that you think.

Q: What levels will there be?

A: To fit with theming and originality, there will be a mix of original levels and fandom levels (backrooms, poolrooms, ect).

Final Remarks

We want to thank everyone for the support we received for our closed demo, and we loved the feedback we got on it. Making this game has truly been fun, and we look forward to the future of development.

As always, thank you for reading, and see you soon :)

-Verity

Spring 2026 State of the Game