
Independent game studio
Quiet games about care, mercy and home
Mercy Noise is an independent game studio. We make small games about quiet, warm things — and build them in the open, day by day, update by update.
Games
What we are building right now
Team
A small studio with big plans


Devlog
A living development diary — updates, decisions, discoveries
Jun 11, 2026
2 days ago
Kirill PodmaryovArtist & designer·ArtShush, Little Spirit!First hand-drawn floor — apt. 47
Drew the first floor — apartment 47. A fully hand-drawn room that the whole scene and furniture layout are built upon.
Vitaly WeberVisionary·DesignShush, Little Spirit!Mechanics prototype and a length simulator
Built a separate HTML sandbox to feel all 12 levels, and wrote a Python simulator that honestly measures playthrough length. The numbers showed the game was too short. Rebuilt the progression and picked Scope B — a single short cozy story of ~1.1 hours: one night, 24 apartments, the spirit descending from roof to ground.
Jun 7, 2026
6 days ago
Vitaly WeberVisionary·DesignGDD v1.4MercywaveOnboarding and economy
Playtests showed newcomers couldn't clear even level one. Added a 5-level progression (one enemy/type at a time), removed the passive tick, added per-level damage ramping, and made L5 a real wall. The simulator confirmed the curve.
Jun 5, 2026
8 days ago
Vitaly WeberVisionary·TechGDD v1.2MercywaveMonte-Carlo Light-economy sim
Built a Light-economy simulator (~4000 runs per config) — data instead of feelings. Diagnosis: the core was too forgiving. Added a “challenge pack” and replaced the confusing passive drain with “corruption drains Light”, with clear telegraphs.
Jun 4, 2026
9 days ago
Vitaly WeberVisionary·DesignGDD v1.1MercywaveDetailed balance
A big balance table: enemy stats, Light economy, cascade thresholds. The key fix — Light is now spent only on hit (cost-on-hit), not on misses. Reworked “Denial” from a dead end into a positional threat.
Jun 3, 2026
10 days ago
Vitaly WeberVisionary·DesignMercywaveThe roguelike challenge problem
Admitted it: the mechanic is great, but the challenge failed — the healing cascade is positive feedback that drains tension. Introduced “4 pillars of difficulty” to bring the pressure back.
Jun 2, 2026
11 days ago
Vitaly WeberVisionary·DesignGDD v0.9MercywaveNarrative and the switch to top-down
A narrative flip: dark damage is suppressing feelings, healing is acceptance. The heroine is Aurora, a ballerina; the game world is her inner world. Switched to a 2D top-down twin-stick roguelite so the healing cascade reads from above, and built a graybox prototype.
Kirill PodmaryovArtist & designer·ArtShush, Little Spirit!Cat: directional animations
Drew the cat 4 animation sheets — idle, front, back and side — so it moves believably in every direction.
Jun 1, 2026
12 days ago
Vitaly WeberVisionary·MilestoneGDD v0.1MercywaveStart: genre and concept
Analyzed a SteamDB dump to pick a solo-viable genre, and the core idea was born: a princess who “shoots kindness” — healing enemies at the cost of her own Light. Light = ammo = life. GDD started.
May 28, 2026
16 days ago
Vitaly WeberVisionary·MilestoneShush, Little Spirit!GitHub and 12 unique cats
Set up the repo and decided to drop the lazy “1 cat → 2 → 3” progression. Designed 12 unique cats with personalities and stats, plus a different task on every floor.
May 27, 2026
17 days ago
Kirill PodmaryovArtist & designer·ArtShush, Little Spirit!New spirit sprite
Drew a new mustached spirit — more compact and proportional than the old one, with a smooth hover animation. Tuned the frames to match the game's style.
May 24, 2026
20 days ago
Vitaly WeberVisionary·MilestoneShush, Little Spirit!First playable prototype
Recorded the first prototype run straight from the Godot editor — on free, placeholder sprites. The spirit walks the apartment, the cat reacts, the splash screen and a basic HUD work. You can already feel how it will play.
Vitaly WeberVisionary·FixShush, Little Spirit!Fixing Godot typing
The game wouldn't launch due to strict typing (weakref returned Variant). Removed weakref, swept similar spots and added explicit types — the build is green again.
May 18, 2026
26 days ago
Vitaly WeberVisionary·DesignShush, Little Spirit!Reworking the core mechanics
Realized several systems were broken: cleaning traces was annoying, a waypoint cat felt lifeless, the suspicion meter kept you anxious 24/7. Reworked it: traces became a tactical resource, the cat reacts to sound and light, suspicion only rises when the cat steps on a trace. Added three levels of rising difficulty.
May 15, 2026
29 days ago
Vitaly WeberVisionary·MilestoneShush, Little Spirit!New name: Shush, Little Spirit!
Renamed the project to “Shush, Little Spirit!” — it sounds like a children's fairy tale and sets the tone instantly.
May 8, 2026
1 month ago
Vitaly WeberVisionary·TechShush, Little Spirit!Godot, assets, first scene
Picked Godot 4 and a pixel interior tileset. Set up autoloads, built the first room from code and placed furniture. Fixed the first visual bugs — floor stripes and the room background.
May 3, 2026
1 month ago
Vitaly WeberVisionary·MilestoneShush, Little Spirit!Concept & name
The core idea: you're a house spirit doing good deeds at night, leaving traces you must clean up before dawn. A curious cat isn't an enemy, but sees everything. Genre: cozy reverse-stealth. First GDD written.
