Development Update 30.10.2026
Hello everyone, welcome to this week's progress report.
Level:
Over the course of the last two weeks, a lot of things have started happening in the Level Department. We've been preparing for the lighting rework, which involves checking all textures relevant to the world map. We've also introduced a new approach to our atlas textures, allowing for highly detailed texturing of our assets while being more VRAM efficient than before. In addition, we've been improving several assets for Nanite to reduce the overall number of textures used by these meshes.
We also started auditing the tools our artists use to identify areas for improvement and introduced new ones to help them get as much work done as possible during the last months before release, while improving the overall quality of the world map.
Over the course of the last two weeks, a lot of things have started happening in the Level Department. We've been preparing for the lighting rework, which involves checking all textures relevant to the world map. We've also introduced a new approach to our atlas textures, allowing for highly detailed texturing of our assets while being more VRAM efficient than before. In addition, we've been improving several assets for Nanite to reduce the overall number of textures used by these meshes.
We also started auditing the tools our artists use to identify areas for improvement and introduced new ones to help them get as much work done as possible during the last months before release, while improving the overall quality of the world map.






Code:
In the UI, the Inventory screen has been updated with new textures, with overhauls of the other tabs being in development.
We are also working on a Fog of War overlay that only reveals the parts of the map you have been to before. The fog texture in the screenshot is preliminary and will be replaced with one that gives hints of elevation and locations.
In the UI, the Inventory screen has been updated with new textures, with overhauls of the other tabs being in development.
We are also working on a Fog of War overlay that only reveals the parts of the map you have been to before. The fog texture in the screenshot is preliminary and will be replaced with one that gives hints of elevation and locations.

Character:
In the character department, we finished setting up LODs for all character related meshes, which includes outfits, hair and beard styles, fur, etc. The meshes have 4 stages now instead of 2, so the LODing happens sooner and should result in some performance gains in GPU constrained scenarios. The Sandshark Scale armor is progressing slowly but surely, too.
In the character department, we finished setting up LODs for all character related meshes, which includes outfits, hair and beard styles, fur, etc. The meshes have 4 stages now instead of 2, so the LODing happens sooner and should result in some performance gains in GPU constrained scenarios. The Sandshark Scale armor is progressing slowly but surely, too.

Animations:
We completed all the Umbar VIP minigames, they consist mostly of existing sandbox animations and a few newly created climax animations and the respective transitions. We also made a Maya version of the Bol minigame in the surveillance container near the Pearl Village.
We completed all the Umbar VIP minigames, they consist mostly of existing sandbox animations and a few newly created climax animations and the respective transitions. We also made a Maya version of the Bol minigame in the surveillance container near the Pearl Village.
Design:
We are in the process of making the last quest related updates. We finished Primo's boat quest and added a new quest in the Pearl Village around Novak's caravan.
On the dialogue front, we did a bunch of narrative polishing and made sure all characters in Sky Village can appropriately react to Maya. Meanwhile, the locking down of dialogues continues. We have now locked close to 50% of all lines, which means the first batch can go out to the recording booth as soon as voice castings are done. This includes almost all of the romance dialogues, which are the most complex ones, so the pace of finishing up characters for recording will now pick up going forward.
We are in the process of making the last quest related updates. We finished Primo's boat quest and added a new quest in the Pearl Village around Novak's caravan.
On the dialogue front, we did a bunch of narrative polishing and made sure all characters in Sky Village can appropriately react to Maya. Meanwhile, the locking down of dialogues continues. We have now locked close to 50% of all lines, which means the first batch can go out to the recording booth as soon as voice castings are done. This includes almost all of the romance dialogues, which are the most complex ones, so the pace of finishing up characters for recording will now pick up going forward.
Thank you for all your continued support,
-Wild Life Team




