<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Cantorite: Chime Walk — Devlog</title><description>The development log of Cantorite: Chime Walk, a touch-first grid puzzle for mobile, desktop and Steam Deck.</description><link>https://devlog.hollowcut.com/</link><language>en</language><item><title>Phase b: Concept art</title><link>https://devlog.hollowcut.com/chimewalk/#concept-art</link><guid isPermaLink="true">https://devlog.hollowcut.com/chimewalk/#concept-art</guid><description>Concept images generated with Flux 2 Klein: a first pass on the 4B model, then the 9B model for the keepers. The chime keeper and the citadel map are the picks shown here. The first palette was violet, which phase (e) corrects.</description><pubDate>Thu, 15 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Phase c: Style guide, game design and screens</title><link>https://devlog.hollowcut.com/chimewalk/#design</link><guid isPermaLink="true">https://devlog.hollowcut.com/chimewalk/#design</guid><description>The first written design: a style guide, the game design (hound movement, chimes, tiles, the first levels), a technical design (level schema, the solver, save and sync, platform integration), the monetisation (a free first area of 15 levels, a one-time Full walk unlock, optional cosmetic packs, no ads and no energy), and every screen described with a mock-up image.</description><pubDate>Thu, 15 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Phase d: Asset refinement</title><link>https://devlog.hollowcut.com/chimewalk/#assets</link><guid isPermaLink="true">https://devlog.hollowcut.com/chimewalk/#assets</guid><description>Refined reference art for the chime keeper (a turnaround and a set of poses) and the area-1 tiles: floor variants, moss, walls, crumbling and unstable tiles, and the exit pit. The keeper&apos;s chimes were still violet in this round, and the tile sheet&apos;s violet pit is an open question for the owner. The hounds were refined in the same round, in violet, and are shown in phase (e).</description><pubDate>Thu, 15 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Phase e: Canon colour correction</title><link>https://devlog.hollowcut.com/chimewalk/#colour</link><guid isPermaLink="true">https://devlog.hollowcut.com/chimewalk/#colour</guid><description>The hounds and the chimes were violet, which is not part of the Harrow&apos;s palette. The Harrow hounds are now smoked quartz, ivory and gold, with gold cracks and a gold core. The chimes are pale cantorite. The violet hounds are kept only as the before.</description><pubDate>Thu, 15 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Phase f: Vertical slice build</title><link>https://devlog.hollowcut.com/chimewalk/#slice</link><guid isPermaLink="true">https://devlog.hollowcut.com/chimewalk/#slice</guid><description>The vertical slice is started in its final style from day one, in portrait, so nothing has to be re-skinned later. The shots are the references it is built to: the level layout and the gold hound. They are not screenshots of a build yet.</description><pubDate>Thu, 15 Oct 2026 12:00:00 GMT</pubDate></item><item><title>Phase a: Pitch</title><link>https://devlog.hollowcut.com/chimewalk/#pitch</link><guid isPermaLink="true">https://devlog.hollowcut.com/chimewalk/#pitch</guid><description>Picked from a round of game ideas: a touch-first grid puzzle in the Vesper Reach. Each level is a small board of stone tiles with a shadow hound and an exit pit. The player places crystal chimes; every chime rings, and the hound follows the loudest ring. Godot 4 with GDScript, in portrait; Android and iOS first, then Windows, Linux, macOS and Steam Deck. One level is one short session of one to five minutes.</description><pubDate>Wed, 14 Oct 2026 12:00:00 GMT</pubDate></item></channel></rss>