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Added new music and ambient sound effects.
User interface adjustments based on player feedback.
New interactive hotspots in the Office area.
Clarified some things about Jasper's cardboard installment.
Fixed a bug with some scribbled notes disappearing for some players.
Fixed a bug with an achievement.
Minor fixes here and there based on player feedback.
As reported by a player (thank you!!!!) there was a bug in Jasper's maze. if you try to exit the maze through the entrance, the game crashes.
The bug is now fixed.
There is also a mechanism inserted that hopefully fixes the broken savegame for those unlucky ones (like the player who reported the bug).
Music has been added in a couple of places, as well as some dialogue snippets.
SIDE ALLEY is finally live. I'll be keeping an eye on feedback and fixing any early issues.
Thanks a lot to everyone who wishlisted, tested, or gave me much-needed feedback.
Welcome to the very first developer blog post for Side Alley, a psychological horror game with demons in an office environment. They haunt and hunt you, but also get into conversations with you. Here, I'd like to describe in some detail what this game is all about.
It's not a point-and-click adventure game, but it contains elements of that genre.
It's not a pure visual novel, although there are certainly dialogs and inner monologues in abundance.
It's not a 3D horror game, although it does contain segments that kind of strive for a similar experience as that genre.
If I'd sum it up, I'd describe the game as a mash-up or mix of all those three classical genres. I hope that the mechanics will blend seamlessly together to create an organic whole.
For this game, I strive for the same kind of oppressive yet occasionally relaxed atmosphere as in the predecessor Psycholog. In that game, the main focus was on heavy swathes of dialogue, with the occasional exploration segment to provide some variation/relief. In Side Alley, there's more focus on exploring the surroundings, as the protagonist navigates the murky hallways of his run-down office, as well as other areas that inexplicably open up.
While Psycholog was a "killer on the loose" horror game, the horror in Side Alley is of the supernatural kind, with what amounts to demons or demi-gods luring the protagonist into their traps. These traps are mental, moral, physical and metaphysical. Yes I know, it's a handful.
While the same custom engine is used for both games, there are some features that are introduced in Side Alley. Among these are the navigational features of certain areas, where the player can move right, left and forward; this is indicated by a changing cursor when hovering over certain areas.
Another feature is that the camera zooms in and pans over the screen more frequently, as the player examines or notices certain objects.
More blog posts coming soon!
SIDE ALLEY will be released on Tuesday, October 21, 2025 (at 11:00 AM PT / 8:00 PM CEST).
Thanks to those who’ve followed development so far. Everything is on track, and the remaining time will be used to polish, fix what needs fixing, and make sure the launch version is stable.
More details closer to release.
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This page aggregates Steam news feeds, patch notes, and developer announcements for Side Alley, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Side Alley statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.