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Quaso Studio · The Liven Collection / DEVLOG 01

The site is evolving, and so is The Liven Collection

Website development, Quaso Studio’s return to social media, a major update for The Liven Collection and the launch of a playable demo.

Black-and-white illustration of a character driving a car beneath a cloudy sky

Over the past few weeks, several projects have moved forward in parallel at Quaso Studio.

We have continued to evolve the website, gradually resumed communicating on social media, released a major update for The Liven Collection and made a first free demo available on Steam.

This devlog provides an overview of these different changes.

The website continues to evolve

The Quaso Studio website has been extensively reworked to present the studio, our games and their universe more effectively.

The pages dedicated to the games have been revised, the presentation of the characters and illustrations has been expanded, several galleries have been reorganized and new artwork has been added.

We have also reworked various navigation and presentation elements to make the experience more coherent on both desktop and mobile.

Devlogs are also taking on a more important role in this new organization. The goal is for the website to remain the central place to follow the development of our projects and the studio’s progress.

Work on the website is not finished, and further adjustments will continue to be made gradually.

A gradual return to social media

In parallel, we are gradually resuming posts on Quaso Studio’s official accounts.

We will mainly use Discord, Instagram, X and YouTube to share important news, new content and upcoming devlogs.

The goal is not to post everywhere all the time. The website remains the primary source of information, while the different networks are used to share content when relevant.

Part of this process is also automated. When a new devlog is published on the website, it can be automatically shared on the Quaso Studio Discord so that each post does not have to be reproduced manually.

This return will happen gradually as we have more new material to share.

A major update for The Liven Collection

We have also released a major update for The Liven Collection.

Since the collection was released, we have continued to rework The To-Do List and Rouge Carmin to fix several issues and improve systems that were no longer satisfying us.

The To-Do List received a significant portion of these changes.

The lighting has been reworked, keyboard, mouse and controller controls have been improved, and it is now possible to fully remap the shortcuts.

The inventory and document-reading system have also been revised with a new 3D presentation.

The enemy’s behavior has been reworked to make chase and search sequences less frustrating, while the hiding system now lets players physically enter the different hiding places and observe the environment from within them.

Several visual and audio elements have also been replaced or improved, including new human voices and new original artwork.

Both games also benefit from various fixes, optimizations and quality-of-life improvements.

Finally, The Liven Collection is now available in 11 languages, making both games accessible to more players.

This update is essentially the version we wanted to reach after several additional months of fixes and polish.

A free demo is now available

A free demo of The Liven Collection is now available on Steam.

This version lets players discover The To-Do List directly from the collection launcher.

Rouge Carmin is not included in the demo and remains available in the full version of The Liven Collection.

This demo gives players a free way to discover the collection’s universe and how it works before potentially moving on to the full version.

Play the demo on Steam

What’s next?

With this update, the demo, the changes made to the website and the gradual return of our various communication channels, several projects around The Liven Collection are now in a much more stable state.

Future devlogs will continue to be published here, then shared on our various channels when relevant.

We will also be able to return more regularly to the projects currently in development at Quaso Studio.