Mercy Noise
Games
Cozy incremental / survival

Come Closer, It's Cold

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

You are the last warmth in the woods. Frozen spirits drift toward your fire: stoke the flames, spend sparks to warm them, survive weather crises. Five-night demo, ~25 minutes. No passive income — every second costs something.

Released57 days in development· Godot 4.6· 17 updates

Devlog

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.