Development Logs
March 2026 Build
This cycle focused on expanding core gameplay systems. World interaction, quest architecture and player progression moved from prototypes to functional frameworks while the interface and inventory received major usability improvements. The result is a build where exploration, narrative and item management now operate as integrated gameplay layers rather than isolated systems.
⚙ GAMEPLAY SYSTEMS
- ✅ Quest framework implemented
- Modular quest architecture built for long-term expansion
- Quest definitions now handled through structured JSON files
- Quest HUD added for active objective tracking
- ✅ Skill progression systems expanded
- Skill Book UI implemented
- Skill management integrated into the player interface
- Text / Lore window added for readable lore fragments and narrative texts
Knowledge-driven progression is now part of the core loop. Ancient texts and forbidden tomes function as both lore artifacts and gameplay systems.
🧭 EXPLORATION & WORLD INTERACTION
- ✅ Lantern equipment added
- Dynamic light source attached to the player
- Custom lantern shader implemented
- Improves terrain visibility in dark environments
- ✅ Minimap improvements
- Loot piles now appear on the minimap
- Exploration readability improved
These systems reinforce the exploration loop: darkness hides threats, while light and navigation tools reveal paths, enemies and rewards.
🎒 INVENTORY & ITEM SYSTEMS
- ✅ Weight system implemented
- Carry capacity now tied to character attributes
- ✅ Inventory interaction expanded
- Drop system implemented
- Loot inventory window added
- Context menu for item interaction
- Lock / Unlock item option
- Inspect item window added
- Destroy item confirmation popup
- ✅ Loot system expanded
- Loot icon system added
- Randomized floor spawn visuals
- Enemy drops visually represented in the world
The inventory now behaves closer to a full RPG system, supporting safer item management and clearer item feedback.
🎙 NARRATIVE DELIVERY
- ✅ Narration system implemented
- Voice narration can play during exploration or events
- Music and SFX automatically duck during narration playback
This system enables voiced story fragments, environmental storytelling and lore readings without interrupting gameplay flow.
🖥 UI / UX & INTERFACE
- ✅ Draggable UI windows implemented
- Interface panels can now be repositioned by the player
- ✅ First-launch setup screen added
- Language selection
- Gamma calibration
These systems improve accessibility across different monitors, lighting conditions and display setups.
💾 CHARACTER MANAGEMENT
- ✅ Character preset system implemented
- Save and load character presets from the Character Screen
Players can now store preferred builds and quickly recreate archetypes during character creation.
🔜 NEXT
- 🔜 Expanded quest content and world encounters
- 🔜 Further lighting and exploration polish
- 🔜 Additional lore texts and narrative events
- 🔜 Inventory feedback and loot clarity improvements
- 🔜 SFX final pass
December 2025 Build
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
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