Devlog. 3
Devlog – 23/10/2025
No major in-engine development today as I was busy with my day job, but I spent the evening focusing on conceptual progress for Harrow.
I continued refining the game’s trader NPCs and prepared detailed AI art prompts for each of them. These traders form the backbone of the player’s hub economy — offering quests, item repairs, and unique interactions that expand as the player builds reputation.
In addition, I began outlining the foundation for the game’s monster and creature design. The core idea is to root Harrow’s horrors in Polish, Russian, and English folklore, creating a bestiary that feels culturally authentic yet twisted by the world’s corruption.
The first major creature concept added to the roster is the Bebok — a figure from Polish folklore often described as a kind of boogeyman. In Harrow, the Bebok manifests as a tall, wiry humanoid draped in matted hair that conceals its face, save for two faintly glowing white eyes. It stalks the forests and ruins at night, preying on the weak and the lost, its distorted movements and breath audible long before it’s seen.
I want each monster in Harrow to carry that same sense of grounded dread — something that feels like it could’ve existed in the real superstitions of the old world, warped through the Netherscape’s corruption.
Harrow
| Status | In development |
| Author | Grimmzyyy |
| Genre | Survival |
| Tags | extraction-based, First-Person, Horror, Medieval, pvpve, Survival Horror, Unreal Engine |
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