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

Added downed enemies after leg destruction
Destroying a leg now leaves an enemy downed, with slower crawling and less accurate fire.

Added Battle Demo and Auto Battle
Two prepared bases and opposing armies make it possible to jump straight into a large battle.

Added time acceleration and fixed dusk freezes
Speed up the day and night cycle without speeding up Aurelie, and cross dusk without rebuilding the lighting shaders.

Reduced distant feather rendering work
Distance-based feather detail now spends less geometry and shading work on details too small to see.

Expanded the combat sim to nine enemies
Three additional automatons now threaten the flanks and rear of the combat test map.

Added automaton reactor blasts and conditional salvage
Damaged automatons now connect body-part combat, reactor explosions and the parts left to recover.

Added Shock and Fire Troopers
I added two Barracks units: Shock Troopers chain electrical attacks between nearby enemies, while Fire Troopers damage targets along a short flame stream.

Added a Training Automaton and visible armor
A recruitable practice unit provides a durable target for testing weapons and armor.

Added a level picker and Character Studio
Choose the lake, Reach, practice course or character-only studio before loading the game.