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Steam News3 March 20264mo ago

BACKSTAGE #1 & #2 - WOLVES ATTACK AND COFFE CUP!

Fresh news from backstage. While the team is cooking more blog articles, let's go with the first entry of the BACKSTAGE series.

In this update3

Full notes

Full Westlanders update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition2 changes0 removals
  • Gameplay
  • Performance
changedFresh news from backstage. While the team is cooking more blog articles, let's go with the first entry of the BACKSTAGE series. Some behind the scenes screenshots or shorts to keep you updated about The Breach Studios progress.
addedFROM CONCEPT TO IN‑ENGINETo be more thorough and show how things work, we shared with our community the level of detail and the issues to solve for every new element introduced into the game.
changedFROM CONCEPT TO IN‑ENGINEFor this effect we have two main components, the liquid shader itself and a simple spring physics simulation. First we create the liquid shader, which is just a two dimensional plane that is masked by the mug. Then we animate the plane using a very simple mass on a spring simulation guided by the character movement. This is much cheaper in performance than true liquid simulations and has more artistic control. We can alter the liquid properties like color, particulates, opacity to achieve different kinds of liquids.

Westlanders changes

changedFresh news from backstage. While the team is cooking more blog articles, let's go with the first entry of the BACKSTAGE series. Some behind the scenes screenshots or shorts to keep you updated about The Breach Studios progress.
addedTo be more thorough and show how things work, we shared with our community the level of detail and the issues to solve for every new element introduced into the game.
changedFor this effect we have two main components, the liquid shader itself and a simple spring physics simulation. First we create the liquid shader, which is just a two dimensional plane that is masked by the mug. Then we animate the plane using a very simple mass on a spring simulation guided by the character movement. This is much cheaper in performance than true liquid simulations and has more artistic control. We can alter the liquid properties like color, particulates, opacity to achieve different kinds of liquids.

Fresh news from backstage. While the team is cooking more blog articles, let's go with the first entry of the BACKSTAGE series. Some behind the scenes screenshots or shorts to keep you updated about The Breach Studios progress.

HAVE THE WOLVES GOT YOUR TONGUE?

We were heavily trolled by the community over a trailer segment that showed a pre‑alpha animation of a wolf fighting. Steam post image

Okaaaaaye, wolves don't fight with paws... check our Before vs After.

FROM CONCEPT TO IN‑ENGINE

To be more thorough and show how things work, we shared with our community the level of detail and the issues to solve for every new element introduced into the game.

To make it tangible, we decided to show the work required to implement a coffee cup realistically in the game.

For this effect we have two main components, the liquid shader itself and a simple spring physics simulation. First we create the liquid shader, which is just a two dimensional plane that is masked by the mug. Then we animate the plane using a very simple mass on a spring simulation guided by the character movement. This is much cheaper in performance than true liquid simulations and has more artistic control. We can alter the liquid properties like color, particulates, opacity to achieve different kinds of liquids.

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Source

Steam News / 3 March 2026

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