Little Devil Inside was originally conceived by its creative director, Kody Lee, and an entry on
Steam Greenlight. At the time of the original campaign, the game had an approximate release window of "Fall 2016." Backed by over 5,000 people, the Kickstarter campaign raised by its completion in May 2015. In December 2017, the developers released a new trailer for the game, and began communicating a planned release date of "late 2018," with PC planned as the first release platform;
PlayStation 4, and
Xbox One, however, during the
PlayStation 5 reveal event in June 2020, it was announced that
Little Devil Inside would be a
timed console exclusive for the PlayStation 4 and PlayStation 5. In a subsequent message to their Kickstarter backers, Neostream announced that they plan to release concurrently with PC as part of their agreement with
Sony; however no mention was made of Xbox or Nintendo platform releases. however, Sony subsequently removed this release date (and those for other games) from the presentation without comment, and the game was not released within that period. As announced by Sony via
Twitter on the preceding day, their "State of Play"
livestream event on 27 October, featured the "first in-depth look" at
Little Devil Inside. The new footage highlighted elements such as the game's world map, This release date was further refined in December 2021 when an
Instagram post from PlayStation showed teaser footage of the game with a footnote of "Releasing Winter 2022"; however, the release was delayed until further notice. In February 2024 (by which time lack of updates had caused public speculation about the game's cancellation) the development team published an update post through Kickstarter. They apologized to the community for being unable to deliver the game according to schedule (citing internal conflict as one of the main causes), and that the team had been downsized. They also released a new gameplay trailer and revealed that development had switched to
Unreal Engine 5. During the update, it was stated that the team was now "much stronger" and in publishing discussions for the game's release.
Visual style The game leans towards a minimalist visual style, with only a minimal
user interface and avoidance of menus wherever possible, instead requiring players to ascertain details by observing visual cues and communicating with their character. For example, characters will begin to
limp if they are hurt, cough if they become sick, or
shiver if they become too cold. Similarly, although the various characters available to players will have different traits and stats (e.g. boastful characters hiding when they are injured, female-obsessed characters having narrower vision), these will not be explicitly displayed to the player, instead requiring them to be deduced. According to the team, the intended design essence and aesthetics is to create a subtle but powerful sense of emptiness for each player to fill for themselves throughout the game experience." == References ==