Adeptus Steve - Development Update 04.09.2026
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Hello everyone, welcome to this week's progress report.
Level: During this week, the set dressing for the Pillar Region and the Desert made steady progress, and we fixed various issues with the landscape blending of large cliff and rock assets, as well as the landscape normals, to improve shadow casting on our landscape mesh. Level Design and 3D Artists finished the tutorial area blockout, so our Design department was able to start implementing quests and routines. Additionally, as always, we continued implementing more final assets and adding new minor locations to the world map.
Code:This week, we continued with the save system improvements. We are now using a different system which allows for saving asynchronously, reducing the game thread impact from 2 seconds down to 50 milliseconds, with potential to reduce it even further. The save file sizes are also significantly reduced from 6MB down to 1MB with the new system.
In the sandbox, we’ve been working on a bunch of smaller bug fixes, along with some improvements to the functionality and usability of the in-game file explorer.You can now create folders directly from the file explorer, and there’s also a new tile-based view with larger thumbnail icons.Thumbnail loading is now handled asynchronously as well. During testing, folders containing a large number of files and subfolders could cause a noticeable lag spike when navigating into them, so this should make browsing feel much smoother.
Character:In the character department, we have now fully rigged and implemented the Caravan Slugroth into the game. We also transferred a few outfits to other characters for both sandbox and story mode needs.
Animations: We have been working on some more routine animations for the bandits in the camps. We also made a routine animation for Milanna who will be doing some sort of sci-fi livestream as part of her quest. Additionally, we have worked on a couple of investor animation requests this week.
Design:On the quest side, we fixed some issues with the Locu quest. It should now (hopefully) be clearer where you have to go and Mona will point you towards the letters in case you don't yet know where Maya's house is. The sex scene has also been polished up by fixing cameras and transitions.On the combat front, we tweaked a couple things about ranged combat. Bows have been rebalanced to be way more effective from the get-go, but scale less with attributes and upgrades. The goal is to make them feel impactful right from the start of the game. Additionally, all ranged weapons properly use attribute requirements now, and arrow carry capacity was increased across the board.We also planned out the improved game start to smooth out the introduction into the game world and make the arrival at the Alpha Camp feel more meaningful.
Thank you for all your continued support,
-Wild Life Team
Hello everyone, welcome to this week's progress report.
Level: During this week, the set dressing for the Pillar Region and the Desert made steady progress, and we fixed various issues with the landscape blending of large cliff and rock assets, as well as the landscape normals, to improve shadow casting on our landscape mesh. Level Design and 3D Artists finished the tutorial area blockout, so our Design department was able to start implementing quests and routines. Additionally, as always, we continued implementing more final assets and adding new minor locations to the world map.
Code:This week, we continued with the save system improvements. We are now using a different system which allows for saving asynchronously, reducing the game thread impact from 2 seconds down to 50 milliseconds, with potential to reduce it even further. The save file sizes are also significantly reduced from 6MB down to 1MB with the new system.
In the sandbox, we’ve been working on a bunch of smaller bug fixes, along with some improvements to the functionality and usability of the in-game file explorer.You can now create folders directly from the file explorer, and there’s also a new tile-based view with larger thumbnail icons.Thumbnail loading is now handled asynchronously as well. During testing, folders containing a large number of files and subfolders could cause a noticeable lag spike when navigating into them, so this should make browsing feel much smoother.
Character:In the character department, we have now fully rigged and implemented the Caravan Slugroth into the game. We also transferred a few outfits to other characters for both sandbox and story mode needs.
Animations: We have been working on some more routine animations for the bandits in the camps. We also made a routine animation for Milanna who will be doing some sort of sci-fi livestream as part of her quest. Additionally, we have worked on a couple of investor animation requests this week.
Design:On the quest side, we fixed some issues with the Locu quest. It should now (hopefully) be clearer where you have to go and Mona will point you towards the letters in case you don't yet know where Maya's house is. The sex scene has also been polished up by fixing cameras and transitions.On the combat front, we tweaked a couple things about ranged combat. Bows have been rebalanced to be way more effective from the get-go, but scale less with attributes and upgrades. The goal is to make them feel impactful right from the start of the game. Additionally, all ranged weapons properly use attribute requirements now, and arrow carry capacity was increased across the board.We also planned out the improved game start to smooth out the introduction into the game world and make the arrival at the Alpha Camp feel more meaningful.
Thank you for all your continued support,
-Wild Life Team
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