.45 PARABELLUM BLOODHOUND is content complete

Consider this the dev log for December 2025 and January 2026. Also, check out this set that helped me grind a big chunk of work in the past month!

What it says on the tin.

Today marks the day where every single story event and encounter is now fully playable. A lot of polishing awaits us and don’t get me wrong— it’s a ton of work! but it’s all far more predictable.

No new content will be added, no new sections. Just bug fixing and making things look pretty or play/read better. QOL improvements, optimization, editing, localization. Like I said, it’s a ton, just more predictable.

If everything goes well we’ll divulge a release date in a couple months.

Stay tuned!

This is definitely my favorite part of development, and I’m getting that feel I had when we were about wrap up VA-11 Hall-A’s development; with a combination of good anxiety and bad anxiety.

The only difference is that we’re self-publishing this time, so a ton more is falling on our shoulders. We’re betting on ourselves, and we have no clue if it’s gonna be worth it by the end of it.

This current stage implies more grind than problem solving, so don’t expect me to talk much from here unless catastrophic things happen that make us rewrite systems or something. Or funny anecdotes. Let’s hope for funny anecdotes!

Wish us luck, too.

Oh yeah, we’ve been recording footage to cut a couple of trailers with. I’d venture to say that the season where we’ll be very annoying about this game is fastly approaching.

Can’t wait to unleash this into the world. We’ve been working on 45pb for a good chunk of our lives, even though this was supposed to be a quick 2-year project….. LOL… how innocent we were.

While the game is still very low-key and made with obvious budget and time constraints, most the dev time was spent straight up learning how to even make a 3D game in the first place. It’s the first time we do something even remotely similar to what you see, so yeah, it was bound to take its sweet freaking time.

I do not plan to make games for longer than two years after this, though. I’m confident in our new style of development and I’m confident in our tools as well. I’m sure future dev cycles will be very normal.

Let’s aim for the top!