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Steam News17 July 20261mo ago

Devlog #171 - Roads with a little more grit

The road tool I wrote about last time is in good enough shape now that I could finally turn to the roads themselves, which had been waiting on a proper look for far too long.

Full notes

Full Call of Saregnar update

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What changed

0 fixes1 addition0 changes0 removals
  • UI and audio
addedThe road tool I wrote about last time is in good enough shape now that I could finally turn to the roads themselves, which had been waiting on a proper look for far too long. The first change is the textures, which are gone and replaced outright. The new ones are built from photos I took out on hikes, real stone, dirt and gravel from the ground I walk on, instead of the placeholder surfaces I'd been using to get the system working. It sounds like a cosmetic detail, but a road is one of the surfaces your eye rests on most while you travel, so it makes a real difference to how grounded a place feels. Steam post image The second change is that a road now has an actual profile. Because the roads are their own mesh sitting on top of the terrain rather than painted flat into it, a made road can rise off the ground with a crowned stone surface, the way a properly built road sits, while a worn path stays lower and softer, more of a dirt track pressed into the land. You can read the difference as you travel it, and it goes a long way toward selling a road as something that was built or worn rather than drawn on. Full write-up's on Patreon if you want it: https://www.patreon.com/CallOfSaregnar/posts/devlog-171-roads-160104395 . If the game's your kind of thing, a wishlist helps most, and a follow means these updates show up in your Steam feed. Rhu

Call of Saregnar changes

addedThe road tool I wrote about last time is in good enough shape now that I could finally turn to the roads themselves, which had been waiting on a proper look for far too long. The first change is the textures, which are gone and replaced outright. The new ones are built from photos I took out on hikes, real stone, dirt and gravel from the ground I walk on, instead of the placeholder surfaces I'd been using to get the system working. It sounds like a cosmetic detail, but a road is one of the surfaces your eye rests on most while you travel, so it makes a real difference to how grounded a place feels. Steam post image The second change is that a road now has an actual profile. Because the roads are their own mesh sitting on top of the terrain rather than painted flat into it, a made road can rise off the ground with a crowned stone surface, the way a properly built road sits, while a worn path stays lower and softer, more of a dirt track pressed into the land. You can read the difference as you travel it, and it goes a long way toward selling a road as something that was built or worn rather than drawn on. Full write-up's on Patreon if you want it: https://www.patreon.com/CallOfSaregnar/posts/devlog-171-roads-160104395 . If the game's your kind of thing, a wishlist helps most, and a follow means these updates show up in your Steam feed. Rhu

The road tool I wrote about last time is in good enough shape now that I could finally turn to the roads themselves, which had been waiting on a proper look for far too long. The first change is the textures, which are gone and replaced outright. The new ones are built from photos I took out on hikes, real stone, dirt and gravel from the ground I walk on, instead of the placeholder surfaces I'd been using to get the system working. It sounds like a cosmetic detail, but a road is one of the surfaces your eye rests on most while you travel, so it makes a real difference to how grounded a place feels. Steam post image The second change is that a road now has an actual profile. Because the roads are their own mesh sitting on top of the terrain rather than painted flat into it, a made road can rise off the ground with a crowned stone surface, the way a properly built road sits, while a worn path stays lower and softer, more of a dirt track pressed into the land. You can read the difference as you travel it, and it goes a long way toward selling a road as something that was built or worn rather than drawn on. Full write-up's on Patreon if you want it: https://www.patreon.com/CallOfSaregnar/posts/devlog-171-roads-160104395. If the game's your kind of thing, a wishlist helps most, and a follow means these updates show up in your Steam feed. Rhu

Source

Steam News / 17 July 2026

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