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Steam News · 3d
The Road to Wild Life 1.0Hey everyone,We want to give you a clear overview of what is happening over the coming months as we approach the release of Wild Life 1.0 on February 8, 2027.February 8 is not a tentative or placeholder date. It is the confident and determined release goal our entire team is working toward. Everyone on the team is giving their best to deliver the strongest possible 1.0, an...
Steam News · Aug 28
Hello everyone, welcome to this week's progress report.Level: We have been working on implementing a new batch of final assets, mainly for the Yterra ship region while also working on a nice detailing pass for the Pillar region. We are adding in the new Pirate Cove Island location and traversal options for Maya's Blade Questline, as well.Code: This week, we started improving our save system to ide...
Steam News · Aug 21
Hello everyone, welcome to this week's progress report. Level: This week, we continued our efforts to implement additional unique quest locations, as well as a new tutorial area located on the Wildfire ship. We also updated our tools based on feedback from our Level Artists, with the goal of speeding up our set dressing process. On the 3D side of things, we implemented the next batch of meshes, in...
Steam News · Aug 14
Hello everyone, welcome to this week's progress report.Level: Over the course of this week, we worked on several quest locations ranging from small to medium, creating interesting encounters. On the other side of the Environment, we worked on bringing the Pillar Region ground areas to the next level with more scattered assets. While that is happening, we are reviewing and improving our PCG tools t...
Steam News · Aug 7
Hello everyone, welcome to this week's progress report.Level: During this week in the environment department, we continued to implement finalized assets for Yterra’s interior and exterior. On the level design side, we worked on various quest locations and cleaning up problematic areas for player traversal in the Pillar Region. Additionally, we started to work on increasing the details of our river...
Steam News · Jul 31
Hello everyone, welcome to this week's progress report.Level: This week, we continued implementing the final assets for Yterra and fixed various issues related to the location using those assets. We also updated the ground material and removed the biome-based paint layer restrictions, giving artists more freedom to use landscape layers across the entire map. Additionally, we improved the transitio...
Steam News · Jul 24
Hello everyone, welcome to this week's progress report. Most of the team is back from their summer vacation and has resumed work.Level: A big pack of Yterra ship interior meshes is complete and we are currently working on implementing those into the game. We are also working on detailing the caves of Kerpal with interesting locations and details.Code: This week, we started improving the story mode...
Steam News · Jul 3
Hello everyone, welcome to this week's progress report. Level: During this week, we continued working on the jungle in the Pillar Region, adjusting the landscape mesh to improve playability and creating various asset assemblies to place throughout the region. On the Level Design side, we finished the blockout of Umbar and fixed the small issues caused by moving elements around to better fit the pl...
Steam News · Jun 26
Hello everyone, welcome to this week's progress report. Level: In the level department, we have adjusted the landscape in and around Umbar, added water features and POIs, removed some buggy areas, added terraces and gardens, and overall finalized the layout and blockout of the area. Code: This week, we implemented a system to prevent visual conflicts between one-shot animations (like item use anim...
Steam News · Jun 19
Hello everyone, welcome to this week's progress report.Level: We started work on several areas, including the Pillar Region, its ground area, and the roots surrounding it, as well as the Yterra wreck, bringing these locations one step closer to their final state. In parallel to that, we started adjusting the Umbar layout to better fit its quests and optimize the distance between important spaces w...