Project codename · In active development

Project Feathers

A little wild. A little weightless.

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Gameplay trailer.

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From the game

Screenshots.

Aurelie standing in the dense forest of Willowglass Reach
Willowglass Reach · current build
Aurelie banking in flight above open water
Assisted aerodynamic flight
Aurelie skimming the lake with claws extended toward a fish
Fishing at the waterline
Aurelie gripping a tree beside a bark-dwelling insect
Independent bark contacts
The dark feathered predator creature
The hunter in Willowglass
Project Feathers

Developer diary.

Read every entry
Performance diary
Sep 21, 2026

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.

Engine update
Sep 20, 2026

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.

Creature diary
Sep 19, 2026

Added a playable predator and wild hawk

A second feathered body became both a playable creature and a wild hawk that patrols, circles, dives, and can be driven back by cover.

Survival diary
Sep 19, 2026

Added persistent fish meals and spoilage

A fish carried onto shore no longer disappears from the world; it becomes food with a limited number of bites and a clock running against it.

World diary
Sep 18, 2026

Expanded Willowglass Lake to 288 meters

Willowglass doubled in width and length, turning the familiar center into one part of a larger landscape instead of the whole map.

Living world
Sep 17, 2026

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.

Systems diary
Sep 16, 2026

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.

Flight diary
Sep 15, 2026

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.

Gameplay diary
Sep 14, 2026

Added swimming, diving, fishing, and branch perching

Aurelie learned to float, paddle, dive, surface, catch fish, carry them through flight, and perch in the trees above the water.

World diary
Sep 13, 2026

Built Windflower Cove as a movement playground

Windflower Cove gave Aurelie a compact meadow, palms, shoreline, and thermal where every part of movement could be learned in one view.

Flight diary
Sep 12, 2026

Added physical flight, banking, and thermals

Jumping, flapping, banking, thermals, dives, and pull-outs turned the creature study into something that could be learned through motion.

Origin diary
Sep 11, 2026

Built Aurelie's first articulated feathered body

Project Feathers began with an owl-rabbit creature, a procedural coat, and the question of whether flight could feel physical without becoming joyless.