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Neonhunt #08 — Light, movement, and the station’s voices

Rooms and characters gain a more realistic look. Small movements, music, and the first voices help bring life aboard.

The look of a room changes how a conversation feels to us. We’re working to bring the station and its residents closer together visually, with a more realistic direction.

Movement in the background

The rooms have been reworked, and the station map reflects their appearance. Monitors, holographic displays, and other moving details bring life to the surroundings. They include the view of the gas giant and the floating crystal in MIRA’s core.

Characters move through rooms and show different expressions while speaking. We’re also adjusting their sizes, positions, shadows, and reflections so they sit more naturally within the spaces around them.

A station you can hear

Music and sound accompany the different locations. During conversations, the music should leave room for voices. Parts of the game already have voice acting, while work on a more consistent recording set continues.

Images, movement, and voices still need careful attention. We’d rather revisit individual details than declare them finished too soon. The station’s atmosphere depends on many small impressions working together.