Development Update 27.02.2026

27/02/2026 · Event · Wild Life

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

Level: 
This week, we have implemented roads and paths all around the world map and are currently working on the Pillar Region and Apoc. At the same time, work on the final foliage assets continues. We also implemented underwater post-processing volumes for Lake Village and the shrine mini-location assets have been concluded. 

Code:This week, we finished implementing all unlockable perks as well as resolving several smaller issues.

Character:Work on the various outfits continues, the ancient armor set is finished and ready for rigging and engine implementation. We also added another quick sandbox outfit to the tasklist, a more casual modest wear for females that we think many people will appreciate :)
Work on weapon models is also well underway.

Animations: On the animation side, we have mostly been supporting the quest designers, but we did manage to create a handful of new Maya x Grok animations that we can use for an additional minigame in the story.

Design:In the quest department, work to put all prepared minigames into their respective quests is going full steam ahead: We finished up a first version of the Maya x Taurok romance quest and implemented the first half of the Max x Tali / Maya x Tali content, namely the two milk scenes. We will now continue on Max' further quest around Tali, which leads to his second scene with her. We also did some preparatory work for the context of Max' FFM scene with "Tarvis' Babes" and reviewed a first draft of dialogues for the Maya x Zuri quest.
We focused further on designing the last missing Sky Village quests, as well, and gave a thorough introduction to the setting and story for our newest addition to the quest writing team. 
On the combat side of things, we did some tuning of all combat moves to better distinguish light and heavy attacks (e.g. timings, damage payoff etc.), finished several AI behavior templates to be used in the open world, so we can have NPCs with different weapons that either behave cowardly, simple, formidable, or skillful in combat.
We also worked on some design aspects for the combat visual effects editing workflow for different hit effects on different materials e.g. Sword on rock, torch on flesh, hammer on insect, etc.

With all that said, we are currently running a valentines day event on Discord[discord.gg], so come check it out! <3

Join our Discord for more information. We also introduced a new event role that you can request to get targeted notifications for future events.

Thank you for all your continued support,

-Wild Life Team

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