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Steam News25 January 20265mo ago

Devlog 1.0

Hey everyone! I’ve finally figured out how to post developer news right here on Steam—so from now on, updates will appear here too!

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Hey everyone!

What changed

0 fixes0 additions6 changes0 removals
  • Gameplay
  • Maps
  • Performance
changedI’ve finally figured out how to post developer news right here on Steam—so from now on, updates will appear here too! Previously, I was only keeping a devlog in Telegram, but now it’ll be mirrored here as well. If you’re curious about what’s happened so far (and more!), feel free to follow my Telegram channel. On other social platforms, I only share short posts and announcements.
changedHere’s what’s changed recently:
changed❄️ Terrain progress: Finished 9 out of 64 tiles. The area is starting to look quite nice—but it’s still missing props and life. Right now, I’m focusing purely on nature 🎄
changed❄️ Performance work: Implemented dynamic loading and unloading of terrain tiles and made some improvements to the item spawning system 🪵
changedOn my fairly modest laptop, I’m getting around 40 FPS in the Unity Editor—but there’s still plenty of room for optimization. I definitely need to run everything through the profiler soon. By the way, the GIF only shows tree loading/unloading, but under the hood, I’ve already got LODs, GPU instancing, occlusion culling, and baked lighting (still in testing).
changed❄️ Community feedback: I checked out what people have been saying about the game in indie communities—and most questions are about animations. Truth is, I haven’t tackled those yet. It’s a pretty tedious process, especially when you’re working solo and building everything from a first-person perspective. That’s why, in the trailer, I used the same idle animation for both the knife and the axe… and of course, everyone noticed it right away! 💻

SWOM changes

changedI’ve finally figured out how to post developer news right here on Steam—so from now on, updates will appear here too! Previously, I was only keeping a devlog in Telegram, but now it’ll be mirrored here as well. If you’re curious about what’s happened so far (and more!), feel free to follow my Telegram channel. On other social platforms, I only share short posts and announcements.
changedHere’s what’s changed recently:
changed❄️ Terrain progress: Finished 9 out of 64 tiles. The area is starting to look quite nice—but it’s still missing props and life. Right now, I’m focusing purely on nature 🎄
changed❄️ Performance work: Implemented dynamic loading and unloading of terrain tiles and made some improvements to the item spawning system 🪵
changedOn my fairly modest laptop, I’m getting around 40 FPS in the Unity Editor—but there’s still plenty of room for optimization. I definitely need to run everything through the profiler soon. By the way, the GIF only shows tree loading/unloading, but under the hood, I’ve already got LODs, GPU instancing, occlusion culling, and baked lighting (still in testing).

I’ve finally figured out how to post developer news right here on Steam—so from now on, updates will appear here too! Previously, I was only keeping a devlog in Telegram, but now it’ll be mirrored here as well. If you’re curious about what’s happened so far (and more!), feel free to follow my Telegram channel. On other social platforms, I only share short posts and announcements.

Here’s what’s changed recently:

❄️ Terrain progress: Finished 9 out of 64 tiles. The area is starting to look quite nice—but it’s still missing props and life. Right now, I’m focusing purely on nature 🎄

❄️ Performance work: Implemented dynamic loading and unloading of terrain tiles and made some improvements to the item spawning system 🪵

On my fairly modest laptop, I’m getting around 40 FPS in the Unity Editor—but there’s still plenty of room for optimization. I definitely need to run everything through the profiler soon. By the way, the GIF only shows tree loading/unloading, but under the hood, I’ve already got LODs, GPU instancing, occlusion culling, and baked lighting (still in testing).

❄️ Community feedback: I checked out what people have been saying about the game in indie communities—and most questions are about animations. Truth is, I haven’t tackled those yet. It’s a pretty tedious process, especially when you’re working solo and building everything from a first-person perspective. That’s why, in the trailer, I used the same idle animation for both the knife and the axe… and of course, everyone noticed it right away! 💻

Don’t worry—the next trailer will definitely be better 🤟

Source

Steam News / 25 January 2026

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