<?xml version="1.0" encoding="UTF-8" ?><rss version="2.0"><channel><title>Routine Audit Devlog - itch.io</title><link>https://tirafeestudio.itch.io/routine-audit</link><item><guid>https://tirafeestudio.itch.io/routine-audit/devlog/1548910/lightning-system</guid><title>Lightning System</title><link>https://tirafeestudio.itch.io/routine-audit/devlog/1548910/lightning-system</link><pubDate>Tue, 09 Jun 2026 16:37:29 GMT</pubDate><category>devlog</category><description><![CDATA[<p>&gt; DEV_LOG // LIGHT_ARCHITECT_SYSTEM TiraFeeStudio Advanced Lightning For the longest time, I’ve been struggling with the limitations of standard RPG Maker lighting. It felt flat, static, and disconn...</p>]]></description></item><item><guid>https://tirafeestudio.itch.io/routine-audit/devlog/1546238/map-design-environmental-storytelling-in-routine-audit</guid><title>Map Design &amp; Environmental Storytelling in Routine Audit</title><link>https://tirafeestudio.itch.io/routine-audit/devlog/1546238/map-design-environmental-storytelling-in-routine-audit</link><pubDate>Sat, 06 Jun 2026 21:05:00 GMT</pubDate><category>devlog</category><description><![CDATA[<p>&gt; DEV_LOG // ENVIRONMENTAL_STORYTELLING When designing maps for Routine Audit , the goal is never just to build a layout for the player to walk through. It’s to design a crime scene. Every piece of...</p>]]></description></item></channel></rss>