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Steam News7 August 20261d ago

Development Update 07.08.2026

Hello everyone, welcome to this week's progress report. Level: During this week in the environment department, we continued to implement finalized assets for Yterra’s interior and exterior.

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Hello everyone, welcome to this week's progress report.

What changed

0 fixes2 additions1 change0 removals
  • UI and audio
  • Store
  • Gameplay
changedCode: This week, we finished implementing the camera improvements. We also implemented an optimization for characters, which reduces the performance impact of simpler characters like enemies and ambient creatures. On the sandbox side, a couple of small additions and improvements have been implemented: The voxel world prop now supports custom meshes as mesh stamps as well as custom images as brush masks. Poses now have additional multiplier values for changing the length of arms and legs in the IK calculation. This can be used to fix characters whose arms and legs have been modified using bone controls or simply to have longer/shorter legs for posing. The file explorer window has also received some love and now supports small preview images by querying the OS for its thumbnail for that file, this is still experimental, though.
addedCharacter: We have completed another large batch of weapon models for the game and added these to the sandbox, as well. A few more are on the way but we are close to being done with the weapons. An updated outfit for Kim is currently in the works and we also made a cute summer dress for the ladies while the design for the remaining story-mode outfits is still in progress.
addedDesign: We have finalized the blockout and overall flow of the tutorial area on the spaceship, the next step will be to create the area as a final environment. We are also adding routines to all enemies inside the various bandit camps to make them feel more alive and natural. The Apoc iteration is also still in progress and we expect to finish it by next week. We finished implementing all the Max/Maya dialogues and added some meat to the main quest to improve the chapter 3 to chapter 4 transition. We added a logical chapter 5 to use for all epilogue related things, as well. We also finished a script for a small 'after the final boss fight' cutscene and added background info dialogues and a small quest for Samo, all related to the Ancestor Shrines as well as added a small flirty dialogue between Maya and Shorty.

Wild Life changes

changedCode: This week, we finished implementing the camera improvements. We also implemented an optimization for characters, which reduces the performance impact of simpler characters like enemies and ambient creatures. On the sandbox side, a couple of small additions and improvements have been implemented: The voxel world prop now supports custom meshes as mesh stamps as well as custom images as brush masks. Poses now have additional multiplier values for changing the length of arms and legs in the IK calculation. This can be used to fix characters whose arms and legs have been modified using bone controls or simply to have longer/shorter legs for posing. The file explorer window has also received some love and now supports small preview images by querying the OS for its thumbnail for that file, this is still experimental, though.
addedCharacter: We have completed another large batch of weapon models for the game and added these to the sandbox, as well. A few more are on the way but we are close to being done with the weapons. An updated outfit for Kim is currently in the works and we also made a cute summer dress for the ladies while the design for the remaining story-mode outfits is still in progress.
addedDesign: We have finalized the blockout and overall flow of the tutorial area on the spaceship, the next step will be to create the area as a final environment. We are also adding routines to all enemies inside the various bandit camps to make them feel more alive and natural. The Apoc iteration is also still in progress and we expect to finish it by next week. We finished implementing all the Max/Maya dialogues and added some meat to the main quest to improve the chapter 3 to chapter 4 transition. We added a logical chapter 5 to use for all epilogue related things, as well. We also finished a script for a small 'after the final boss fight' cutscene and added background info dialogues and a small quest for Samo, all related to the Ancestor Shrines as well as added a small flirty dialogue between Maya and Shorty.

Level: During this week in the environment department, we continued to implement finalized assets for Yterra’s interior and exterior. On the level design side, we worked on various quest locations and cleaning up problematic areas for player traversal in the Pillar Region. Additionally, we started to work on increasing the details of our riverbeds and paths in the world.

Code: This week, we finished implementing the camera improvements. We also implemented an optimization for characters, which reduces the performance impact of simpler characters like enemies and ambient creatures. On the sandbox side, a couple of small additions and improvements have been implemented: The voxel world prop now supports custom meshes as mesh stamps as well as custom images as brush masks. Poses now have additional multiplier values for changing the length of arms and legs in the IK calculation. This can be used to fix characters whose arms and legs have been modified using bone controls or simply to have longer/shorter legs for posing. The file explorer window has also received some love and now supports small preview images by querying the OS for its thumbnail for that file, this is still experimental, though.

Character: We have completed another large batch of weapon models for the game and added these to the sandbox, as well. A few more are on the way but we are close to being done with the weapons. An updated outfit for Kim is currently in the works and we also made a cute summer dress for the ladies while the design for the remaining story-mode outfits is still in progress.

Animations: The work for the Max x Micco and Max x Zumon animations is still in progress as well as the evaluation of content for the other Umbar VIP area interactions.

Design: We have finalized the blockout and overall flow of the tutorial area on the spaceship, the next step will be to create the area as a final environment. We are also adding routines to all enemies inside the various bandit camps to make them feel more alive and natural. The Apoc iteration is also still in progress and we expect to finish it by next week. We finished implementing all the Max/Maya dialogues and added some meat to the main quest to improve the chapter 3 to chapter 4 transition. We added a logical chapter 5 to use for all epilogue related things, as well. We also finished a script for a small 'after the final boss fight' cutscene and added background info dialogues and a small quest for Samo, all related to the Ancestor Shrines as well as added a small flirty dialogue between Maya and Shorty.

Thank you for all your continued support,

-Wild Life Team

Source

Steam News / 7 August 2026

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