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 a day and night cycle, saves, and fruit
A 24-minute sky cycle, fruit-bearing deadwood, persistent saves, and gentler movement made the lake feel less like a test room.

Added generators, wiring, and a day-night cycle
Placed machines can now form a small power network while the desert moves through daylight, dusk, darkness, and dawn.

Expanded the desert and added roaming automatons
Survival grew into a 430 by 400 tile wasteland where enemy packs move through the world instead of waiting at fixed encounter points.

Expanded the desert and added a rival compound
The map grew about five times over, with finite Emburrn fields and a defensive enemy base at the far end.

Added the Valkyrie Trooper
A long-range marksman joins the barracks after rocket research, with her own voice and a gauss rifle.

Added wind generators and a power station
Bases now run from a wind trap and a four-pad power station, with live load and visible links between them.

Added health, hunger, climbing, and insects
Health, hunger, injury, food, crash damage, climbing, and woodland insects connected the creature to the consequences of moving through the lake.

Added portable forges, storage crates, and vehicle frames
Harvested material can now become field infrastructure, including specialist forges, persistent storage, and the first craftable vehicle chassis.

Separated jumping, flapping, gliding, and braking
Running with open wings no longer launches Aurelie by accident; jumping, spreading, flapping, gliding, and braking became separate choices.