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Steam News1 July 20265d ago

[Devlog #1] — Boat Navigation (Part.1)

Mangrove Exploration We worked on one of the first exploration systems in Crimson Furnace: boat navigation through the mangrove.

In this update2

Full notes

Full Crimson Furnace update

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What changed

1 fix3 additions3 changes0 removals
  • Maps
  • Gameplay
  • Fixes
changedBoat ControllerThe boat is designed to be simple to control, while still feeling alive and physical. At this stage, the player can move forward, turn left, and turn right with a basic boat controller. The system is still in progress, but it already includes several layers of movement to avoid making the boat feel too rigid.
addedYaw, Roll and PitchWe added different navigation behaviours such as yaw, roll, and pitch. Yaw controls the rotation of the boat when it changes direction. Roll adds a side tilt during turns, making the boat feel like it is reacting to the water and the player’s input. Pitch is more subtle, but it helps reinforce the feeling of weight and movement.
addedMore SmoothnessWe also added smoothing to the movement and steering. Instead of instantly changing from one state to another, the boat now accelerates, slows down, and turns progressively. This makes navigation feel heavier, more organic, and more believable.
changedElven LanternAnother important addition is the influence of the boat’s movement on the elven lantern. The lantern now reacts to the boat’s roll and acceleration with a subtle swinging motion. It is a small detail, but it helps connect the different parts of the boat together and makes the scene feel more alive.
changedSteering WheelWe improved the steering wheel interaction. The wheel is connected to the boat’s steering input. When the player turns, the wheel rotates in the same direction. The movement is smoothed to avoid sudden snaps.
addedSteering WheelWe also added a procedural body reaction for the tavern keeper. The system reads the current steering value. It then converts this value into a target upper-body pose. The character blends toward this pose over time. When the wheel turns right, the torso leans slightly to the right. When the wheel turns left, the same logic is applied in the opposite direction.

Crimson Furnace changes

changedThe boat is designed to be simple to control, while still feeling alive and physical. At this stage, the player can move forward, turn left, and turn right with a basic boat controller. The system is still in progress, but it already includes several layers of movement to avoid making the boat feel too rigid.
addedWe added different navigation behaviours such as yaw, roll, and pitch. Yaw controls the rotation of the boat when it changes direction. Roll adds a side tilt during turns, making the boat feel like it is reacting to the water and the player’s input. Pitch is more subtle, but it helps reinforce the feeling of weight and movement.
addedWe also added smoothing to the movement and steering. Instead of instantly changing from one state to another, the boat now accelerates, slows down, and turns progressively. This makes navigation feel heavier, more organic, and more believable.
changedAnother important addition is the influence of the boat’s movement on the elven lantern. The lantern now reacts to the boat’s roll and acceleration with a subtle swinging motion. It is a small detail, but it helps connect the different parts of the boat together and makes the scene feel more alive.
changedWe improved the steering wheel interaction. The wheel is connected to the boat’s steering input. When the player turns, the wheel rotates in the same direction. The movement is smoothed to avoid sudden snaps.

Mangrove Exploration

We worked on one of the first exploration systems in Crimson Furnace: boat navigation through the mangrove.

The goal is not only to move the boat from one point to another, but to make the journey feel atmospheric, physical, and slightly mysterious.

Boat Controller

The boat is designed to be simple to control, while still feeling alive and physical. At this stage, the player can move forward, turn left, and turn right with a basic boat controller. The system is still in progress, but it already includes several layers of movement to avoid making the boat feel too rigid.

Yaw, Roll and Pitch

We added different navigation behaviours such as yaw, roll, and pitch. Yaw controls the rotation of the boat when it changes direction. Roll adds a side tilt during turns, making the boat feel like it is reacting to the water and the player’s input. Pitch is more subtle, but it helps reinforce the feeling of weight and movement.

More Smoothness

We also added smoothing to the movement and steering. Instead of instantly changing from one state to another, the boat now accelerates, slows down, and turns progressively. This makes navigation feel heavier, more organic, and more believable.

Elven Lantern

Another important addition is the influence of the boat’s movement on the elven lantern. The lantern now reacts to the boat’s roll and acceleration with a subtle swinging motion. It is a small detail, but it helps connect the different parts of the boat together and makes the scene feel more alive.

Steering Wheel

We improved the steering wheel interaction. The wheel is connected to the boat’s steering input. When the player turns, the wheel rotates in the same direction. The movement is smoothed to avoid sudden snaps.

We also added a procedural body reaction for the tavern keeper. The system reads the current steering value. It then converts this value into a target upper-body pose. The character blends toward this pose over time. When the wheel turns right, the torso leans slightly to the right. When the wheel turns left, the same logic is applied in the opposite direction.

This procedural reaction is generated from the current navigation state. It does not rely on a fixed animation. The result helps connect the character, the wheel, and the boat in a more physical way.

Work Foundation

This system is still a work in progress, but it is an important foundation for mangrove exploration. The objective is to gradually build a navigation system that is simple to use, but physical and responsive enough to make the journey more immersive.

Source

Steam News / 1 July 2026

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