Lowtarn 36 M · Field Log

Field Log

[ 36 M ]

Dev logs and patch notes from Tarn & Plumb. Posted every second Thursday, and whenever the demo changes.

8 entries

Dev log #14 · Latest

How the lake drains: timing a tide that isn't one

Cross-section of the lake draining at dusk: water-level lines over the stilt houses and the bell frame on the bed

Lowtarn empties every dusk. That sentence was on the first page of the pitch, and for two years we treated it as a clock: the sun touches the ridge, the water starts to fall, you have until dawn. It tested badly. Players raced. Nobody looked at anything.

So we stopped timing it. The water now falls in steps, and each step waits for you to finish something: take a sounding, read a carved post, knock on a lit door. Stand still and it holds. Walk back up and it follows you, a little.

The lake doesn't drain on a timer. It drains when you stop looking at it.

The hard part was making that feel like weather rather than a menu. We gave each step a sound from the bell, a little flatter each time, and let the fog thin by one band of dots as the level drops. The readout in the corner of the screen moves in whole metres only, never smoothly, so that each one lands.

The side effect we did not plan for: players started mapping. Some of the notebooks people sent us after the demo have the depths of every post in The Posts, to the half metre. Two of them found the post with their own name on it before we told anyone it was there.

Next log: how Oda's sluice decides when you have seen enough of a room. It is less clever than it sounds, and we are keeping it that way.

Ines Varga · Level designer, Tarn & Plumb

[ 02 ] All entries

Newest first

  1. Sep 24 2026Dev log #14How the lake drains: timing a tide that isn't one6 min
  2. Sep 10 2026Patch v0.9.3Demo patch: lamp flicker, saving on stairsDemo
    • + AddedAutosave when you reach a landing on the stilt stairs
    • ~ FixedThe borrowed lamp flickered on some displays even though it never lights
    • ~ FixedPell's pegs could fall through the walkway at 11 M
    • − RemovedThe debug depth readout left on in the demo menu
  3. Aug 27 2026Dev log #13Casting the bell5 min

    How we modelled a bell that has been underwater for eighty years, and why it rings a quarter-tone flat.

  4. Aug 13 2026Patch v0.9.2Demo patch: walkway sway, subtitle timingDemo
    • ~ FixedRope walkways swayed with the camera instead of the wind
    • ~ FixedSubtitles for Oda arrived a line late
    • + AddedOption to hold, not tap, the sounding line
  5. Jul 30 2026Dev log #12Writing for someone who won't answer7 min

    Grieve has no lines. Our writer on scripting a character through what everyone else says about it.

  6. Jul 16 2026AnnouncementLowtarn descends March 18 2027News

    Release date, platforms and the three editions — the short version of everything on the Provisions page.

  7. Jul 02 2026Dev log #11Halftone fog4 min

    Why the fog is made of dots, not blur — and what that did to our frame budget.

  8. Jun 18 2026Patch v0.9.0Demo: first public buildDemo
    • + AddedThe first night: The Posts, 00 to 08 M
    • + AddedController support
    • − RemovedThe placeholder bell sound

The log is posted every second Thursday.

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