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Project Feathers / Developer Diary

Developer diary,not press releases.

Reports from inside Project Feathers: decisions, experiments, release milestones, and the visible features that move this project forward.

Development diary··1 min read

Added staged dragonfly takeoff and pitched flight

Deploy resting wings, lift into a low hover, then steer with body pitch and redirected thrust.

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Development diary··1 min read

Made the dragonfly camera follow body pitch

Tight-flight tracking sits behind the creature and follows climbs and dives.

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Development diary··1 min read

Added hotkey cycles for the new creatures

Keys4,5 and6 cycle the new fox, butterfly and dragonfly alongside the existing variants.

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Development diary··1 min read

Added Aurelia with a fuller distant coat

A new fox has revised face details, hair grooming and coat loft across camera distances.

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Development diary··1 min read

Added Sylph, a layered butterfly

A separate reference-based butterfly uses the existing launch, landing and movement controls.

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Development diary··1 min read

Added Opal, a detailed dragonfly

A separate dragonfly with segmented anatomy, compound eyes, veined wings and distance-aware fine hair.

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Development diary··1 min read

Refined chipmunk forelegs and paw contacts

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

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Development diary··1 min read

Cleaned up fox ears, muzzle and distant fur

Revised grooming masks and lighting make the fox coat more consistent across camera distances.

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Development diary··1 min read

Refined species walking and flight poses

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

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Development diary··1 min read

Improved insect banking, buzz and flight posture

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

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Development diary··1 min read

Added insect hover, takeoff and jointed walking

Prism and Iris have distinct flight controllers, grounded states, resting wings and six articulated legs.

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Development diary··1 min read

Refined creature eyes, faces and wing hinges

The five new creatures have fitted eyes, continuous muzzles, revised proportions and better connected wings.

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Development diary··1 min read

Added five new playable creatures

Luma, Pip, Aster, Prism and Iris join the creature selection, with native fur, feathers and insect membranes.

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Development diary··1 min read

Updated foliage and shadows in the World Engine runtime

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

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Development diary··1 min read

Added character copies to the studio

B adds copies of the current character for a visible studio crowd test.

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Development diary··1 min read

Refined the short pelt and tail wind motion

Layered coverage and directional motion improve the optimized fox coat and tail.

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Development diary··1 min read

Improved fox sidesteps and pivot steps

Pawn-relative lateral gait and pivot steps make Ember move more convincingly.

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Development diary··1 min read

Added separate optimized owl and fox variants

The studio can compare the original creatures with lighter variants, including a revised fox gait and eye surfaces.

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Development diary··1 min read

Added wind and wet-coat controls to the fur studio

Ember’s coat can be inspected from different views while wind and wetness change its response.

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Development diary··1 min read

Added Ember, a playable cloud fox

Ember brings grounded four-legged movement and a fur coat to the character roster.

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Development diary··1 min read

Added flight stamina and landing recovery

Powered wingbeats spend stamina, giving landings and perches a new role in longer flights.

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Development diary··1 min read

Made wind currents visible during flight

T now reveals flowing wisps and thermal spirals during normal play.

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Development diary··1 min read

Opened the eight-kilometre Feathers Wilds

Aurelie has a larger landscape of mountains, valleys and lakes to fly through.

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World update··1 min read

Moved ground insects out of the tall grass

Open shoreline and slopes give Aurelie more visible insects to find around the lake.

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Flight update··1 min read

Fixed the extra flight penalty while carrying a fish

A carried fish still adds weight, but it no longer stacks the penalty for leaving empty claws extended.

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Creature diary··1 min read

Made swooping fish catches more forgiving

A wider catch area beneath Aurelie’s feet helps a close swoop connect with a swimming fish.

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Creature diary··1 min read

Gave Aurelie a dedicated Melly call

Ctrl+Q plays the special Melly call, while Q keeps choosing from her regular cries.

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Creature diary··1 min read

Separated picking up food from eating

Aurelie can pick up and drop food with G, eat with F, and show what she is carrying in a dedicated badge.

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World update··1 min read

Added live graphics settings and FPS history

The world keeps moving while graphics settings are open, so changes can be judged immediately.

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World update··1 min read

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.

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World update··1 min read

Reduced distant feather rendering work

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

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World update··1 min read

Added a level picker and Character Studio

Choose the lake, Reach, practice course or character-only studio before loading the game.

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Performance diary··6 min read

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.

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Engine update··5 min read

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.

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Creature diary··6 min read

Added a predator hawk enemy

A wild predator hawk now patrols, circles, and dives at Aurelie, while tree cover can deter its attack.

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Survival diary··5 min read

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.

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World diary··5 min read

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.

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Living world··6 min read

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.

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Systems diary··7 min read

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.

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Flight diary··6 min read

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.

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Gameplay diary··7 min read

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.

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World diary··5 min read

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.

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Flight diary··6 min read

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.

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Origin diary··7 min read

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.

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