Damn.. I always forget about updating this dev log

I uploaded our first gameplay video here:
I thought it was a good idea to create that video to show the Kickstarter backers how much the game has evolved, but PC Gamer took notice of the video, then Gamespot and then Rock Paper Shotgun.. and that's awesome..! but it backfired a little bit since the AI in the video has most of its 'difficulty parameters' super low, and of course users assume the game will be too easy

Anyway, we are currently undergoing a full redesign of the enemy behaviours and AI, and in the video we've put the AI we did 8 months ago.. so yeah, there's not really that much challenge in the video, although the new enemy systems in the works are hard and punishing.
As I wrote on a
reddit thread:
It's just a quick vertical slice showcasing some stuff already implemented. We are redoing all the AI systems, and we disabled stuff like enemies hearing sounds, spotting corpses etc.. It's really easy in the video. Some of the mechanics are also unlocked later in the game (like the summons) and will require you to hold the 'assassinate' button instead of being instant (and will make noise).. etc.
In the game, scenarios have different paths with puzzles associated that make you think about how to use your powers to take advantage of the terrain.
There are Light contraptions like barriers that block paths unless you find ways to disable them, light runes that illuminate surfaces and make sneaking much more risky, and even explosive traps among other obstacles and puzzles.
The enemies also summon Light spells to search you, illuminating areas in darkness and removing your ability to stay hidden.
From level 4 onwards there's archers with improved senses that can illuminate zones with light arrows.
There's also levels with platforming, 3 boss "fights", a strong story and plenty of other stuff
I'll be sharing more stuff about the new AI in the following weeks. The game will also be playable (with the new enemy systems) at Gamescom in Cologne, Germany, this August.