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Steam News12 December 20256mo ago

Weekly Devlog – Mistveil woods

Overview This week’s goal was to define the new zone outline and prototype it fully. We actually made more progress than expected and even streamlined parts of the backend to make this kind of work faster in the future.

Full notes

Full Plague Alchemist update

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What changed

0 fixes4 additions0 changes0 removals
  • Gameplay
  • Performance
addedOverview This week’s goal was to define the new zone outline and prototype it fully. We actually made more progress than expected and even streamlined parts of the backend to make this kind of work faster in the future.
addedDetails The zone now has: • Outline • Partial technical setup — entities now correctly render behind the cliff height layers (colliders are still missing) • Feature placeholders — bridges, blockers, points of interest, etc.
addedRight now we’re experimenting with better ways to place vegetation so it feels more organic. The old method just scattered objects randomly, which didn’t look natural. The new approach groups vegetation into clusters with some scatter, and even though it’s still a work in progress, it already looks much better than before.
addedNext Steps Next week, we’ll focus on finishing the zone. That means finalizing all props, replacing placeholder features, setting up colliders, adding enemies, and more.

Overview This week’s goal was to define the new zone outline and prototype it fully. We actually made more progress than expected and even streamlined parts of the backend to make this kind of work faster in the future.

Details The zone now has: • Outline Partial technical setup — entities now correctly render behind the cliff height layers (colliders are still missing) • Feature placeholders — bridges, blockers, points of interest, etc.

Right now we’re experimenting with better ways to place vegetation so it feels more organic. The old method just scattered objects randomly, which didn’t look natural. The new approach groups vegetation into clusters with some scatter, and even though it’s still a work in progress, it already looks much better than before.

Here are some screenshots from the process:

Next Steps Next week, we’ll focus on finishing the zone. That means finalizing all props, replacing placeholder features, setting up colliders, adding enemies, and more.

Thanks for following the development of Plague Alchemist! If you’d like to stay up to date, follow the page and check back every Thursday for the next devlog.

Source

Steam News / 12 December 2025

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