Mercy Noise

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.

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Games

What we are building right now

Cozy incremental / survival01

Come Closer, It's Cold

A cozy incremental about a campfire in a freezing forest — warm lost spirits before the Great Cold arrives.

Released57 days in development· Godot 4.6
17 updates · 1 month agoGame devlog
Shush, Little Spirit!
Cozy reverse-stealth02

Shush, Little Spirit!

A cozy reverse-stealth about a house spirit doing good deeds at night.

In development86 days in development· Godot 4
11 updates · 1 month agoGame devlog
Top-down twin-stick roguelite03

Mercywave

A princess in a dark world shoots kindness — healing enemies at the cost of her own Light.

In development57 days in development· Godot 4.6
6 updates · 1 month agoGame devlog

Team

A small studio with big plans

Kirill Podmaryov
Kirill PodmaryovArtist & designer

Devlog

A living development diary — updates, decisions, discoveries

Jun 23, 2026

1 month ago
  • Vitaly Weber
    Vitaly WeberVisionary·ReleaseCome Closer, It's Cold

    How I shipped my first game in two weeks

    Reflection after release. June 21, 2026, 4 a.m. — the game shipped. 11:35 p.m. the same day — I'm writing this. Trailer: Watch Video At: https://youtu.be/ouI2J_3FD-s Play it here: Come Closer, It's Cold First there was a Game Design Doc. Then — paralysis Like everyone, I started with a Game Design Doc.

  • Vitaly Weber
    Vitaly WeberVisionary·TechCome Closer, It's Cold

    Balance Lab(1)

    Four spirits max on night one. Difficulty ramps. Every tweak meant playing through by hand. Needed automated runs and a web UI to tune spawn pacing.

  • Vitaly Weber
    Vitaly WeberVisionary·ArtCome Closer, It's Cold

    The forest didnt want to be layers

    We replaced the flat forest sprite on Main with a scripted layer cake built from the bonfire pack. Hills and near/far forest got calm sine sway; mist reacted to crisis starts and ends. When that felt like too much ship, we turned the amplitude down—twice—after “it makes me seasick.” Then the meadow became the argument.

  • Vitaly Weber
    Vitaly WeberVisionary·FixCome Closer, It's Cold

    Six embers wrong question

    Above the fire we had a row of six ember dots. They tracked how many spirits you’d warmed that night. In play that felt like a win condition: fill six, you’re done. That collided with how the night actually ends — you survive until dawn on a timer, not by hitting a spirit quota.

  • Vitaly Weber
    Vitaly WeberVisionary·TechCome Closer, It's Cold

    The bench finally counts nights not headcount

    After #12, the clearing could hold more spirits — but bench2.py was still living in an older economy. Win condition was “six warmed at once.” Stoke was modeled as clicks, not hold. There was no ramp between nights, no shop spending, no five-night run.

  • Vitaly Weber
    Vitaly WeberVisionary·TechCome Closer, It's Cold

    No More Spirit Slots

    Spirits had been living in a fixed queue: six hard-coded slots, four waiting at most. That felt fine early on, but it was a ceiling we could feel every time the night got busy. The task for this session was straightforward — drop SLOTS and MAX_WAITING_SPIRITS, and let the crowd breathe.

  • Vitaly Weber
    Vitaly WeberVisionary·ReleaseCome Closer, It's Cold

    The Demo Has to Lose on Purpose

    The five-night demo needed an ending—not a menu loop. By Night 5 the player has felt meta power: upgrades, maybe the Salamander, a clearing that finally greens up. That’s the point. The demo shouldn’t fade out on a win screen.

  • Vitaly Weber
    Vitaly WeberVisionary·ArtCome Closer, It's Cold

    The Meadow Starts to Remember

    The loop already had meta behind the scenes—Gifts, upgrades, nights stacking up—but the clearing stayed visually dead. We wanted progress you could see without turning the meadow into a base-building screen. Mushrooms and grass, not structures.

  • Vitaly Weber
    Vitaly WeberVisionary·MilestoneCome Closer, It's Cold

    The Salamander Steps Out of the Fog

    Night 3 was already doing a lot: fog, hidden costs, pressure from the cold. What it didn’t have was a reason to care about one spirit in particular. We wired the first scripted guest — the Fire Salamander — into that fog beat on purpose. You’re already squinting at ??? when she walks in.

  • Vitaly Weber
    Vitaly WeberVisionary·DesignCome Closer, It's Cold

    The Cold Starts Spreading

    about information — it would be about time. Night 3 needed a mechanic that punished leaving spirits in the cold without undoing everything we’d already built: fog’s ??? costs, frost wind’s knockback and refreeze, ice rain and thaw on nights 4+. Wind, night 1, and the Gifts → shop loop were off limits.

  • Vitaly Weber
    Vitaly WeberVisionary·DesignCome Closer, It's Cold

    Ice Rain Thaw and a Breather

    After #6’s fog — hide the numbers, force a blind gamble — we wanted the crisis roster to keep hitting different resource loops instead of “everything hurts the fire the same way.” GDD §4.5 calls for ice rain (fuel economy) and thaw (rare relief).

  • Vitaly Weber
    Vitaly WeberVisionary·DesignCome Closer, It's Cold

    The Fog Doesnt Hurt Your Fire It Hides the Bill

    start/end signals, and Frost Wind still behaving exactly as before. The next design beat on the board was the first crisis that doesn't touch the math — Fog — plus the demo's narrative turn (a story spirit and the Salamander artifact).

  • Vitaly Weber
    Vitaly WeberVisionary·DesignCome Closer, It's Cold

    Weather Crises on a Schedule

    Frost wind was doing its job — it spikes pressure, triples fire decay, freezes spirits, muffles the music — but it lived in one place as a bespoke loop. That was fine for a single crisis. It wasn’t fine for what the game actually needs.

  • Vitaly Weber
    Vitaly WeberVisionary·DesignCome Closer, It's Cold

    Scope Audit and Chat Plan

    No new features this session. We stopped and audited the whole prototype against the design doc and the five-night demo plan — what’s in the build, what’s only on paper, and

  • Vitaly Weber
    Vitaly WeberVisionary·DesignCome Closer, It's Cold

    Killing the Win Screen

    For two devlogs we've called this a "cozy incremental about a campfire." That was a comfortable lie. This time we admitted what the game actually wants to be — Cozy- Frostpunk — and ripping the bandage off meant deleting the one screen that used to mean "you won."

  • Vitaly Weber
    Vitaly WeberVisionary·DesignCome Closer, It's Cold

    We Built a Campfire Then Burned the Design Down

    One campfire. A cold forest. Frozen spirits drifting toward the light. You stoke the fire, throw logs, spend sparks to warm the lost souls — each one making the flame a little easier to hold.

Jun 21, 2026

1 month ago
  • Vitaly Weber
    Vitaly WeberVisionary·MilestoneCome Closer, It's Cold

    First post — demo is live

    Hey, first post here. Let me keep it short. I'm not a game developer by trade. I do marketing. But I spent the last few months going deep on game design — books, talks, dissecting mechanics — and eventually decided to just build something instead of theorizing forever.

Jun 11, 2026

1 month ago
  • Kirill Podmaryov
    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 Weber
    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

1 month ago
  • Vitaly Weber
    Vitaly WeberVisionary·DesignGDD v1.4Mercywave

    Onboarding 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

1 month ago
  • Vitaly Weber
    Vitaly WeberVisionary·TechGDD v1.2Mercywave

    Monte-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

1 month ago
  • Vitaly Weber
    Vitaly WeberVisionary·DesignGDD v1.1Mercywave

    Detailed 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

1 month ago
  • Vitaly Weber
    Vitaly WeberVisionary·DesignMercywave

    The 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

1 month ago
  • Vitaly Weber
    Vitaly WeberVisionary·DesignGDD v0.9Mercywave

    Narrative 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 Podmaryov
    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

1 month ago
  • Vitaly Weber
    Vitaly WeberVisionary·MilestoneGDD v0.1Mercywave

    Start: 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

2 months ago
  • Vitaly Weber
    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

2 months ago
  • Kirill Podmaryov
    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

2 months ago
  • Vitaly Weber
    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 Weber
    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

2 months ago
  • Vitaly Weber
    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

2 months ago
  • Vitaly Weber
    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

2 months ago
  • Vitaly Weber
    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

2 months ago
  • Vitaly Weber
    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.

Contact

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