Development Logs

December 2025 Build

📅 Feb 6, 2026 Update #13

This cycle focused on consolidation. Core gameplay systems, UI flow, and performance work were aligned into a single, stable build while lore, art and external presentation progressed in parallel. The result is a build with no placeholders and a clearer path forward.

⚙ UI & GAMEPLAY

  • New Skills Window completed and fully integrated
  • Character Creation screen implemented and expanded
  • Skill system and database reworked for long-term scalability
  • Skill visuals and logic now reflect real build decisions from the first screen
  • Inventory scrolling and filtering stabilized

🧭 WORLD SYSTEMS & PERFORMANCE

  • Fog of War generation implemented and rebuilt for terrain-aware visibility
  • Map generation fully refactored and threaded
  • Map size doubled (≈7200 tiles)
  • Generation time reduced from 4+ seconds to ~1.5 seconds
  • Scene loader refactored and fully implemented
  • Full backend refactor across core systems
  • FPS increased from ~800–900 to ~1300–1500

🎨 WORLD, ART & LORE

  • Tarot cards Kalila and Yabel finalized
  • New palettes applied to improve contrast, saturation, and readability
  • New bosses and first NPC done
  • Lore-focused intro cinematic in production, built with original score, narration and illustrated sequences

🧍 UI / UX & SETTINGS

  • Tooltip system rebuilt from the ground up
    • New visuals and animations
    • Foldable sections with static and animated modes
  • Full Settings screen implemented
    • Toggles, sliders, dropdowns, key remapping
    • Preferences correctly save and load
    • Audio bus cleaned and reorganized
  • Loading screen implemented
  • New UI textures and fonts added
  • Menu navigation stabilized (ESC behavior, window modes, borderless switching)

🎵 AUDIO / PRESENTATION

  • Audio system refactored with proper cross-fades
  • New music tracks added for Main Menu, Character Creation and Selva Oscura
  • Menu SFX pass completed
  • Intro video added with multi language subtitle support
  • In-game menu implemented

🌐 WEBSITE & COMMUNITY

  • Narrator voice introduced for dev logs and future updates
  • Preparations underway for an eventual Patreon launch

🧹 CLEANUP & MAINTENANCE

  • Outdated plugins removed
  • Deprecated enemies and files deleted
  • Tooltip branch fully cleaned of errors
  • Multiple long-standing bugs resolved

🔜 NEXT

  • 🔜 Gameplay-heavy updates focused on world expansion
  • 🔜 Further Fog of War performance optimization
  • 🔜 UI scaling tests for wide, ultra-wide, and portable resolutions
  • 🔜 Loot feedback polish and interaction clarity

November 2025 Build

📅 Jan 27, 2026 Update #12

This cycle pushed several core systems into a stable state while expanding content, visuals, and player-facing interfaces. Terrain, Fog of War, loot, UI, and character creation now operate within a unified framework that reflects the shape of the final game.

  • Loot Framework completed with rarity bands, material tiers, affixes, and full drop rules
  • Validation tools added for consistent and predictable item generation
  • Fog of War rebuilt with terrain awareness, improved blending, tile culling, and visibility propagation
  • Enemy roster integrated with AI, behaviors, stat profiles, and readable tooltips
  • 38-weapon framework connected with silhouettes, material tiers, and damage rules
  • Skillbar expanded with modular casting: cones, AOEs, and variable radii supported
  • Inventory improvements including scrolling, filters, and smoother item handling
  • Terrain & water enhancements including animated water tiles and dynamic decorations
  • Better-Terrain + gdUnit4 now support generation and testing workflows
  • Character Creation System expanded: stats, race, class, skills, passives, starting gear, and XP modifiers update in real time
  • Portrait selection added with a classic RPG-style presentation
  • New CGI lore block completed — the first cinematic teaser for the game’s world
  • New tarot cards added: Harmas the Stalker and Kalila the Profaner, linked to worship mechanics
  • Art pipeline refinements for character creation, tarot consistency, and weapon lineup
  • 🔜 Loot feedback polish: drop markers, rarity glow, and improved pickup interactions
  • 🔜 Fog of War performance optimization for larger maps and complex encounters
  • 🔜 UI scaling tests for wide, ultra-wide, and portable resolutions
Older logs are archived on our Discord server.