The project moved from a simple engine into a fully playable multiverse game. I implemented the complete player system along with interactive objects and intelligent enemies, then built the level architecture and puzzle logic that ties everything together through causality across universes.
The player can now move freely, interact with the environment, and switch between universes. I added core gameplay elements like doors, keys, portals, bridges, trees, and special causal objects such as echo switches and causal stones, which allow puzzles to be solved by affecting different timelines. Enemies such as shades, echo walkers, and paradox wraiths were introduced, each reacting differently depending on the universe state, making combat and stealth dependent on timeline logic.
On the systems side, I designed the level framework and loader, allowing each universe to load its own layout, entities, and rules. I connected puzzles directly to the causality system, so actions in one universe can enable, disable, or alter doors, enemies, and exits in another. By the end of this phase, the game world became fully dynamic, where every decision made by the player has consequences across timelines.
This milestone transformed the project from a technical prototype into a true multiverse puzzle-adventure game, where player actions, enemies, and environments are all linked through cause and effect.