Built in public,entry by entry.
Every production note from across the studio, ordered newest to oldest: experiments, technical decisions, art direction, and playable milestones.
56 entries · 6 projects

Added WebGPU rendering and feather LOD
Feathers now uses the same WebGPU path as the World Engine, while Aurelie sheds millions of distant triangles without losing her silhouette.

Added context cursors and combat HUD housings
Movement, interaction, and placement now communicate through the cursor while combat and exploration receive distinct metal-framed controls.

Added jump, climb, and fall damage on combat ledges
Height is now tactical terrain: soldiers can climb or drop between levels, spend time units doing it, and injure their legs when a fall is too severe.

Added flat platforms and destructive demolition
Concrete now levels into one platform, and engineers tear structures and rock down with a timed demolition instead of reusing the build animation.

Migrated the 3D World Engine to stress-test flight
Feathers now runs the studio's 3D World Engine, and an expanded lake-and-forest testing map is there to stress flight and frame rate.

Rebuilt the procedural wasteland terrain generator
The Survival map now rolls broader ridges, basins, ledges, debris fields, and admin-selectable terrain presets instead of repeating one flat desert.

Added terrain height, ledges, and fitted rock collisions
The desert gained real elevation, visible escarpments, concealment, and obstacle shapes that follow the rocks instead of blocking oversized squares.

Added terraforming concrete and power arcs
Poured slabs now grade the dune underneath them, and a new cable announces itself with a ten-second electrical arc.

Added the Developer Database
Units, items, weapons, voices, sounds, and effects now live in one pause-screen catalog, and each of them can be previewed through the real game.