Pre-Production · Godot 4.6

A top-down action-adventure where the world begins in greyscale. Color is the discovery.

The Concept

A world drained of color, waiting to be remembered.

You wake into a world rendered entirely in shades of grey. There are forests and ruins, creatures and quiet rooms — but everything reads as memory. Discovery brings color back.

What you find, where you go, and which moments you choose to stay with — those are what tint the world. There is no XP bar. The progression is the palette.

Three pillars

Built on a single, simple idea.

01

Greyscale → Color

The world's saturation is the player's progress bar. Every meaningful discovery — a place, a creature, a memory — re-tints the map permanently.

02

Top-down action

Tight, responsive controls. Combat that respects your time. Enemies that telegraph honestly. Exploration first, conflict only when earned.

03

No quest log

You decide what's worth remembering. Discovery is driven by curiosity, not checklists. The world keeps its secrets if you don't go looking.

Roadmap

Where Shades is, and where it's going.

Now · Q2 2026

Godot 4.6 prototype

Core movement, discovery system, and the greyscale-to-color shader pipeline. Building the engine that makes the central idea feel right.

In Progress
Late 2026

Vertical slice

One zone, one creature, one full discovery loop — fully tinted. Enough to know if the idea sings.

Planned
2027

Public devlog opens

Substack posts go from internal notes to weekly progress, including builds for the most curious followers.

Planned
TBA

Steam page

When there's enough to show, not before. Wishlist will follow.

Future
Stay close

Watch the world fill in, one post at a time.

Shades is being built in the open. The Substack devlog is where you'll see the first real footage, the first creature designs, and the first time the world finds its color.