For the past few months, weÂ’ve been working on modifying a new game engine for OMORI since to put it briefly, RPGMaker was not able to handle the visual load of our game. WeÂ’ve just about finished modifying the engine and have been working tirelessly to optimize the engineÂ’s code and transfer over our current assets. ItÂ’s a time-consuming process for the entire team, especially our programmers, so the creative team is using this time to improve the game in all aspects including visuals and gameplay. Since itÂ’s been quite a while since the Kickstarter campaign, I figure I should go over the features of the game once again in accordance to what has changed during the course of production.