Sorceress Studio / Developer Diary

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.

218 entries · 6 projects

Marsfall: Origins
Oct 2, 2026
Development diary

Made electrical storms atmospheric

Moving cloud shade, sheet illumination and ambient arcs replace lightning targeted at the player.

Marsfall: Origins
Oct 2, 2026
Development diary

Compressed surveys to recover large Expedition saves

Lossless survey ranges keep long-running worlds below the old save-size ceiling while retaining their explored cells.

Marsfall: Origins
Oct 2, 2026
Development diary

Improved vehicle route recovery across the Expedition

Terrain searches rotate fairly between vehicles, and planning and driving use the same spatial slope probe.

Marsfall: Origins
Oct 2, 2026
Development diary

Fixed distant terrain-height cache collisions

Vehicles now use coordinate-pair height keys so distant Expedition positions cannot share incorrect support samples.

Marsfall: Origins
Oct 2, 2026
Development diary

Repaired gathering at deposit arrival boundaries

A tiny numerical tolerance lets rival Pioneers resume work after reaching replacement deposits.

Marsfall: Origins
Oct 2, 2026
Development diary

Made rivals recruit and dispatch raids earlier

Rivals raise initial squads before later industrial expansion and can send raids while construction continues.

Marsfall: Origins
Oct 2, 2026
Development diary

Added an Armies monitor and safe camera observation

Live army cards show settlement economies and jobs, while observing a rival leaves the Pioneer where the player put them.

Marsfall: Origins
Oct 2, 2026
Development diary

Stopped concrete placement rebuilding the landscape

Finished concrete updates nearby vertices and surface stones instead of rebuilding the whole landscape.

Project Feathers
Oct 1, 2026
Development diary

Updated foliage and shadows in the World Engine runtime

Feathers has the latest shipped foliage, shadow and distant-tree runtime refinements.