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

Expanded the Expedition starting force
Fresh Expeditions begin with a commander, two named engineers and5000credits.

Refined chipmunk forelegs and paw contacts
Pip has shorter, inset forelegs, aligned joint pivots and revised paw contacts.

Cleaned up fox ears, muzzle and distant fur
Revised grooming masks and lighting make the fox coat more consistent across camera distances.

Refined species walking and flight poses
Pip walks as a quadruped, Luma crouches and Aster perches, with smoother body and limb transitions into flight.

Improved insect banking, buzz and flight posture
Dragonfly banking and sprint have a clearer response, while the butterfly has revised ground and flight posture.

Added insect hover, takeoff and jointed walking
Prism and Iris have distinct flight controllers, grounded states, resting wings and six articulated legs.

Refined creature eyes, faces and wing hinges
The five new creatures have fitted eyes, continuous muzzles, revised proportions and better connected wings.

Added five new playable creatures
Luma, Pip, Aster, Prism and Iris join the creature selection, with native fur, feathers and insect membranes.

Brought roaming automatons into Expedition
Roaming enemies now use the island bounds instead of remaining restricted to fixed-map Survival.