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Wild Life
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Wild Life
Wild Life is an adult open-world RPG game for PC where you can discover a mysterious world filled with all kinds of threats and sensual attractions that will take players to a never before seen land of arousing and sexual adventures.
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Our sincere gratitude and the idea that you are part of the Wild Life family.

  • Access to highres versions of promotional screenshots

  • Access to patreon only news about the development

  • Entry to the Wild Life Discord.

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All previous and:

  • Acces to latest uncensored builds with more features

  • Small breakdowns and tips regarding character pipeline, there is many things on our youtube, but im always making new developments.

  • Insight in things planned next.

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All previous and:

  • Acces to latest uncensored builds with experimental features. 1-2 weeks in advance! This is so you can be early access tester ;)

But not just testing bugs, in the end, your feedback will take a role in shaping the game!

  • Take part in polls regarding new animations, characters, features, etc.

  • Your name in the credits if you so desire

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  • Access to a private channel on our discord where we discuss more in-depth upcoming features to the game.

  • We talk together about what I put on the polls and such and about planned features and if/how to best implement them.

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  • Your name in the credits on a separate section with a special thanks. + When your total support in this pledge reaches 500$ you can pick an animation pose that we will add to the game.
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Welcome

  • Welcome to our Subscribestar page, we are Candy Valley Network, an adult-developer studio currently working on Wild Life - estimated full release: 2024/2025.
  • Wild Life is an open-world RPG game for adults, where players set out on a journey through a mysterious world filled with dangers and seductive attractions. Join Maya and Max as they navigate through intimate encounters with diverse characters and uncover the mystery behind Kerpal and Maya's unique abilities.
  • Create your own world inside Wild Life! Let your imagination run wild with more than 1500 sex animations, character customization, custom object import features, posing tools, and much more!
Wild Life
Welcome to our Subscribestar page, we are Candy Valley Network, an adult-developer studio currently working on Wild Life - estimated full release: 2024/2025.

In supporting our campaign you help us get this massive project one step closer to the finish line. We post progress reports once a week with all the news of what our talented team has been working on and we release new in-development builds around every 6-8 weeks with new models, mechanics, animations, quests and features for you to explore. 

Wild Life is an open-world RPG game for adults, where players set out on a journey through a mysterious world filled with dangers and seductive attractions. Join Maya and Max as they navigate through intimate encounters with diverse characters and uncover the mystery behind Kerpal and Maya's unique abilities.

Embark on an alluring adventure through the tempting landscapes of Kerpal, including mesmerizing jungles, picturesque waterfalls, treacherous canyons, and sun-kissed beaches. However, beware, as Kerpal is not just a beautiful world, but a dangerous one as well.
As the conflict intensifies, players must be ready to fight, survive and satisfy their carnal desires. Are you prepared for this thrilling and sexually charged adventure?

Game Modes
Story:
Kerpal, a long-lost planet on the outskirts of the inhabited galaxy, has undergone a transformation. Over the last generations parts of the population have unexpectedly evolved into beings that are part human and part animal, forming a new race known as the Kerpali.
Take on the roles of Maya and Max and unravel their story as they face challenges and navigate their encounters.
While some Kerpali factions are at odds, others have found a way to coexist with one another. Centuries later, a group of adventurers and scientists arrive on Kerpal in pursuit of discovery. However, not all of these explorers have pure intentions.

Sandbox:
Create your own world inside Wild Life! Let your imagination run wild with more than 1500 sex animations, character customization, custom object import features, posing tools, and much more!
  • Create amazing scenes with different themes.
  • Adjust characters with advanced tools for precision and detailed custom poses.
  • Watch any of the sex encounters from anywhere on Kerpal.
  • Possess different characters and interact with them.
  • Create or replicate beautiful words, cities, and landscapes.
  • Share your awesome creations with the community!


Special Features:
  • Display sexual encounters in a detail never seen before in adult games.
  • Unique merge of Sci-fi and fantasy settings.
  • A diverse cast of characters.
  • Embedding the sexual aspects deep into the gameplay.
  • Rich, immersive, and easy to play.
  • A large variety of sexual interactions and possible relationships.
  • Beautifully designed open world with plenty of secrets to uncover.
  • Survival elements merged and combat RPG mechanics.
  • Pioneering visual quality for games in the adult genre.

Thanks to everyone for the support we are getting so far, without you this huge project wouldn't be possible and we are very grateful to have you on board.
- Candy Valley Network





Wild Life
Public post
Welcome to our Subscribestar page, we are Candy Valley Network, an adult-developer studio currently working on Wild Life - estimated full release: 2024/2025.

In supporting our campaign you help us get this massive project one step closer to the finish line. We post progress reports once a week with all the news of what our talented team has been working on and we release new in-development builds around every 6-8 weeks with new models, mechanics, animations, quests and features for you to explore. 

Wild Life is an open-world RPG game for adults, where players set out on a journey through a mysterious world filled with dangers and seductive attractions. Join Maya and Max as they navigate through intimate encounters with diverse characters and uncover the mystery behind Kerpal and Maya's unique abilities.

Embark on an alluring adventure through the tempting landscapes of Kerpal, including mesmerizing jungles, picturesque waterfalls, treacherous canyons, and sun-kissed beaches. However, beware, as Kerpal is not just a beautiful world, but a dangerous one as well.
As the conflict intensifies, players must be ready to fight, survive and satisfy their carnal desires. Are you prepared for this thrilling and sexually charged adventure?

Game Modes
Story:
Kerpal, a long-lost planet on the outskirts of the inhabited galaxy, has undergone a transformation. Over the last generations parts of the population have unexpectedly evolved into beings that are part human and part animal, forming a new race known as the Kerpali.
Take on the roles of Maya and Max and unravel their story as they face challenges and navigate their encounters.
While some Kerpali factions are at odds, others have found a way to coexist with one another. Centuries later, a group of adventurers and scientists arrive on Kerpal in pursuit of discovery. However, not all of these explorers have pure intentions.

Sandbox:
Create your own world inside Wild Life! Let your imagination run wild with more than 1500 sex animations, character customization, custom object import features, posing tools, and much more!
  • Create amazing scenes with different themes.
  • Adjust characters with advanced tools for precision and detailed custom poses.
  • Watch any of the sex encounters from anywhere on Kerpal.
  • Possess different characters and interact with them.
  • Create or replicate beautiful words, cities, and landscapes.
  • Share your awesome creations with the community!


Special Features:
  • Display sexual encounters in a detail never seen before in adult games.
  • Unique merge of Sci-fi and fantasy settings.
  • A diverse cast of characters.
  • Embedding the sexual aspects deep into the gameplay.
  • Rich, immersive, and easy to play.
  • A large variety of sexual interactions and possible relationships.
  • Beautifully designed open world with plenty of secrets to uncover.
  • Survival elements merged and combat RPG mechanics.
  • Pioneering visual quality for games in the adult genre.

Thanks to everyone for the support we are getting so far, without you this huge project wouldn't be possible and we are very grateful to have you on board.
- Candy Valley Network




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Development Update 28.03.2025

Hello everyone, welcome to this week's progress report. 
Level:
Level artists are hard at work on the Lake Village's interiors, placing props and improving the look and feel of the different houses to better visualize their professions and social standing. Meanwhile, work on the architecture of Adûn is nearing its end. The next phase will focus on set dressing and adding more details to enrich the area.
Over at Pearl Village and the Umbar Mountains, the team has begun a much-needed overhaul of the placed foliage. This involves replacing old placeholder meshes with improved blockouts to enhance the visual quality and overall atmosphere of the region.







Code:
This week, we finished implementing character attributes and status effects. As part of the new status effects, we implemented two new build ups; Heat and Cold. These get triggered by environment zones, which will be placed in the desert. During the day, the Heat build up will increase, and during night, the Cold build up. If either build up reaches its maximum, the player will get the Overheated or Freezing status effect respectively, causing damage over time.
We also implemented the underground mode for the Sandshark, allowing it to burrow under the ground. The underground mode is functionally identical to the hover mode of the Blackwing.

On the sandbox side of things, a few more quality of life features have been added, as well as one big new feature: A skeletal mesh importer!
This feature allows you to import any mesh that contains a skeleton and attach it to any character in the scene to have it match its animation. This could be used for custom clothing, hair, multi-limb attachments or even full custom characters. For the animation to work correctly though, the skeletal structure of your meshes need to match the in-game skeleton (i.e. the bone names and offsets need to be the same). The imported skeletal mesh prop has the same options as any other prototype mesh with texture and material options. Custom morph targets are also supported and exposed as options.
Here some of the small changes:
  • The prop preview widgets have received some love with an improved design to highlight details better and make them pop out more.
  • The functionality of holding Shift while moving an object to have the camera follow has been expanded to rotating and scaling.
  • Ambient Occlusion settings have been added to the post process options of the level settings and custom cameras.
  • Poses have received two toggles to use the selected pose's vaginal/anal look instead of overwriting it with the vaginal/anal spread sliders.
  • Added two render target props where custom cameras can render into, one for in-world and one for UI purposes. FOV, aperture, post process settings etc. will all be included in the rendering.
  • Added a "Render Opacity" option to all UI elements.
  • Added a tilt slider when a custom camera is possessed.
  • Added the ability to push objects up/down in the outliner using Alt+Up/Down.
  • Fixed a bunch of small issues all across the sandbox editor.


Character:
After having finished the first pass of hair physics for Maya and Shey based characters, we continued to set up hair physics for the human males on all Max, Sethro and Bol based characters. With the same approach, we transferred a few hairstyles between characters, so you can expect a few more different hairstyles on many characters. We also worked on a very sexy new dress design that is now available for Maya, Shey, Geneva, Koodie, Janara, Jenny, Kim, Milanna, Shiva, and Riv, as well as transferring the Sexy Knight outfit to Maya and Koodie, the Loose Dress to Maya and the Full Knight outfit to several Max based characters.
Animations:
In the animation department, we continue to work our way through weapon movesets, moving on from hammer to the blackrock's power fists. We also supported Game Design with additional combat animations this week, handing over a dropkick animation to be used from Maya's flight, a stagger reaction for being hit with an electric weapon and some other bits and pieces. We also made the flinches (aka non-interrupting hit reactions) of large monsters more consistent in length, so it is clearer which attacks can interrupt their moves and which can not.
On another note, we started improving our control rig setup that we use to process and polish motion capture animations for our cutscenes. The cleanup process is going well and is getting close to the final animation level.
Lastly, our work on animating one of the Max and Maya romance minigames is well underway.

Design:
We started the process of updating the background info sheets for all characters. This will give them additional depth and help us polish the overall dialogue. 
We also made the new HUD and inventory design production ready and finished the design for loot containers. 
On the combat and movement side, we completed the list of weapons, including their movesets, so we have a final list of missing combat animations now. We also decided on which skeletons need to use which weapon, so the respective combat moves can be produced.
We also made a first draft of the final boss fight, including his abilities and move set. 
Additionally, we finished working on the design for underground movement for the sandshark and are currently finishing up the design for Maya`s glide kick.
Lastly here, we started iterating on the design of the Grappling Hook feature to improve on the current blockout stage.
On the level design side, we wrote the direction document for the Pearl Village`s interior designs, so the level department knows which room should have which features. We also updated the Bandit Camp and Caravan Camp blockouts, getting rid of legacy assets and improving on the level design.
Thank you for all your continued support,
-Wild Life Team
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Wild Life Community Announcement: The Path to Our Destination 1.0 

Dear Wild Life Community,
We hope you are all doing well.
We are excited to share an important update with you. But before that, we believe it is a good idea to take a quick look back at the path behind us, so you can understand where we are coming from.

Reflecting on Our Path
Wild Life started as a humble Patreon project with just two of us—Steve and Chris—dreaming of crafting an open-world sexy RPG. As our community grew, so did our ambitions and the team. We shared roadmaps to outline our plans, but unexpected hurdles meant we couldn’t always follow through as promised. Those challenges taught us tough lessons about the complexities of game development. Your patience and encouragement through all highs and lows have always been our anchor and we cannot thank you enough.

A Demo Released and Lessons Learned
A pivotal moment came with our Steam demo release. It was a sobering wake-up call, exposing problems in our development process we couldn’t overlook:
Our vision for the tone, story and feature set of the game had not been as clear as we had thought. The demo helped with nailing the tone and gameplay, but central questions regarding the main plot and lore remained.
Our environment pipeline was inflexible and too focussed on premature polish over defining the overall level structure first. Every change to the level was a hassle. Our assets and materials were also ill-suited for the performance requirements of an open world many times the size of the small demo level.
Our core systems, while technically functional, were way too cumbersome to work with - we would hardly be able to create and balance the huge amount of quest and combat content needed for the full game with these. Others, such as animation and pathfinding, would need performance optimization, if we ever wanted to realize locations with many NPCs.

All this led us to big overhauls in all departments: 

  • We went over the entire setting and lore in detail, really nailing down all factions, locations, important characters and plot points of the main quest.
  • We went with a smarter blockout approach for building the new world map. This allowed us to make changes quickly and test quests and pathfinding without a location needing to be finished first. 
  • Code went to work on making the core systems cleaner, more robust and easier to edit before we would throw more content into them. 

Putting in this effort on the foundations is now paying off and development is running smoother than ever.

Creating the demo also convinced us to make the leap to Unreal Engine 5. The transition has been quite bumpy, to say the least. But it has been worth it for us, as the open world tools it offers, most importantly Nanite, World Partition and PCG now allow our environment team to build our world map much more efficiently. It would have been a major struggle to realize a map of such size and detail on UE4, if we could have done it at all. 

Why This Time is Different
Today, Wild Life rests on its strongest foundation yet. Here’s what has changed since the Demo:

  • Strengthened Team: Finding the right people for your team is always a difficult process. After some growing pains, we’ve assembled an amazing crew over the years, also bringing in seasoned game developers with a track record of shipping successful titles. Their expertise makes us more confident than ever that we can overcome any obstacles thrown our way.
  • A Smarter Workflow: Our improved, iterative process makes asset creation more straightforward, predictable and structured, ensuring a steady speed of development.
  • Core Systems Locked In: Dialogue, combat, NPC routines and navigation are no longer just plans or prototypes - they’re stable, tested, and maintainable systems.
  • Unreal Engine 5 Power: UE5’s tools are now well integrated into our pipeline, unlocking capabilities that we couldn't achieve with Unreal Engine 4.


Our Final Roadmap: From Here to Launch
We’re proud to present our final roadmap—the battle plan to bring Wild Life to completion:

  • Rooted in Reality: This isn’t a wishlist of maybes and nice-to-haves. It’s a definitive task list based on finished systems, a proven workflow, and a clear endpoint.
  • Launch Window Locked: Wild Life will launch on Steam as a FULL RELEASE—not Early Access—between August and December 2026. Expect the complete story of Wild Life on day one, with the sandbox editor following shortly after as a free update. This will ensure that both modes can each receive our full attention for their releases.

Summary of Our Development Process
Our task planning for the game is straightforward. In Trello, we’ve captured about 90% of the tasks required to complete the game. Our sprints span two months each, and at the end of every sprint—aligned with the end of the month as listed in Trello—we hold a meeting. During this meeting, we review whether we’re on schedule and make any necessary adjustments to the plan.

The planning process is split into two phases:
  • Rough Planning: This has already been completed for the entire development period. We analyzed all tasks and desired game content and roughly distributed them across the sprints.
  • Detailed Planning: The detailed plan for the first half of the year is finished. Once the first half concludes, we’ll create the detailed plan for the second half. In this phase, we dive into each task, discussing its content, dependencies, estimated duration, and who will handle it.


This structured approach ensures we work efficiently while remaining flexible to adapt as needed.
This roadmap is our leap of faith, and we’re going all-in—no half-measures, no turning back. We’ll pour every last drop of ourselves into making Wild Life real, and we won’t rest until it’s in your hands.
ROADMAP LINK: https://trello.com/b/Od74q9HG/roadmap-wild-life-release

What’s Next
Behind the scenes, we’re tantalizingly close to being feature complete. All our open questions are answered and content production is going full steam ahead in all departments.
We invite you to follow our progress on the Trello board and join the conversation on Discord. Your feedback keeps us focused and motivated!

A Final Thank You
None of this would be possible without you. Your support and critique has fueled us through every trial, and we’re determined to make Wild Life worth the wait. Let’s make this shared dream a reality - together.
With deepest gratitude,
The Wild Life Team
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Development Update 14.03.2025

Hello everyone, welcome to this week's progress report.
Level:
This week, we returned to the Lake Village to kick off work on the A Blockout. Our team created a first batch of blockout props and imported them into the project. On the Warrior Village side, we received the first work-in-progress meshes for the houses, which are now under review for feedback. In parallel, the level artists utilized tools developed by Tech Art to begin adding more details to the Pillar Region and the tropical area around Pearl Village. As part of this effort, they replaced old placeholder foliage with new blockout meshes to improve the overall look and feel of these environments.

Code:
This week, we started implementing character attributes, which are Strength, Dexterity, Spirit, and Technology. These attributes both determine which weapons you can equip, as well as scale the damage output. Armor items can give attribute, damage, max health and experience gain bonuses. Weapons give damage bonuses per point of a character attribute.
On the same note, we are reworking and implementing new status effects. E.g. If you fill up an enemy’s poison build up, they will get the poisoned status effect, which does damage over time, as well as the weakened status effect, which decreases their damage output.

Character:
Our progress this week has been going quite well, we managed to set up 27 hairstyles for Shey and Maya based characters with the new physics system. It's worth to note that the physics are light-weight game physics and will not work perfectly for all styles and in all situations. Therefore we have implemented a toggle that lets you switch between the new physics and the old model with no physics so this big change is introduced as non-destructively as possible. This also makes it so you can still pose the hair styles with the sandbox poser ponytail bones as you have been able to so far. The new physics hairs can not be posed with the bone-offsets as they have their own unique skeleton.
Additionally, we have made some very significant improvements to the rendering quality of characters in the game. Here is what we changed:
  • Introduced screen-space ambient occlusion which is not only character relevant but it does make them look a lot better.
  • Adjusted skin material specular values and behavior so the skin looks better now as it transitions from low to high wetness values.
  • Fixed female roughness texture map, that visible seam on back of the arms is gone now.
  • Introduced a system that recomputes character mesh-normals in real time. This means no more weird shadowing under raised arms, the crotch region, between butt cheeks, boobs, and more details in facial and body posing fidelity for shadows and reflections.
  • Added a reflection method option to the video settings to pick between screen-space and lumen reflection types as oftentimes lumen reflections don't look as good as screen space reflections.




Animations:
In the animation department, we put the finishing touches on the heavy hammer move set this week, making it ready for hand-off to Game Design. We also started work on the central Max and Maya romance and its minigames. We discussed with our quest writer on how to best include this in the main quest in such a way that it would feel natural, yet also remain optional for players and started brainstorming three scenes of increasing intensity that will play over the course of it.
Design:
Our design and coding team collaborated this week to get the design for attributes, status effects and final damage calculation from the designers table to the coders for implementation. We also continued working on the design of Maya's glide kick and ironed out details like control properties and edge cases.
Our current task is to work on the list of all weapons as well as the silhouettes for all weapons in the game, so the final weapon model fits the planned strength, reach and speed of the weapon.
The Warrior village NPC routine actors have been improved and adapted to the new A-level blockout and we started to place some enemy actors in the Adûn region. Last but not least, we finalized the game HUD design.
Thank you for all your continued support,
-Wild Life Team
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Development Update 07.03.2025

Hello everyone, welcome to this week's progress report.

Level: 
We completed our first batch of meshes for the global category, which covers assets that aren’t tied to any specific location. We also revisited the exterior areas of the Alpha Camp to add some cables. In parallel, we continued work on architecture in regions like Adûn and Apoc to bring them up to the "A Blockout" standard. We also started creating the blockout props for Lake Village and Pearl Village and are gradually completing the final props for Warrior Village. Meanwhile, Tech Art worked on various feedback items and documentation related to tools for the level artists.


Code:
This week, we have cleaned up our data setup for our character movement. With the new setup, we can edit movement parameters much more efficiently.
We also made preparations to implement our new hair physics setup.

On the sandbox side of things, a few more quality of life features have been added:
Input props have an "Any Key" event dispatcher now, which will contain the name of the pressed key as the parameter.
The voice of characters can now be changed in sandbox mode, so if you want a Maya with a grunting Grok voice, go ahead!
Added the ability to auto-create and assign custom materials when importing 3D objects. If the mesh is set up correctly, this will even try to load the correct textures and other settings automatically.
Added horizontal and vertical "Wrap box" UI props to automatically rearrange child UI elements into the next "line" when going past the element's width/height.
Improved performance when selecting a character.
Added a few more lerp functions to Lua.


Character: 
Our department focused mainly on developing hair physics setups for our characters. This week we designed custom rigs so that every hairstyle has the optimal skeletal layout for the deformation. Our goal is to get the most out of the least amount of bones and try to balance stability during all sorts of actions the character can perform such as fast movements, slow movements, head rotations and collisions with other body parts or other characters. Our current results are looking promising already and we are excited to have you test these new hair physics with the coming build. Whether we manage to add physics to all eligible hairstyles on all characters or a select subset for now is something that further progress next week will reveal.


Animations: 
In the animation department, we implemented some Game Design feedback on the Feral Bull's animations this week, bringing this large enemy one step closer to being finished. We also continued our work on the heavy hammer move set. Most of our time was spent in important meetings, though: We went over every already existing minigame together with our game designer, assigning the last few unassigned ones to specific characters, discussing which location to best place each of them in and making sure each has a concrete plan for which quest it will be connected to.


Design:
We have helped with tidying up the character movement data, as well as made a list of music tracks for the game. We have been discussing both the mood and choice of instruments for the main locations / situations / cutscenes of the game in a kick off meeting. First step will be developing the most important themes of the game (e.g. Exploring Kerpal, Warrior Princess theme, etc.)
We have also continued our work on the Design for Attributes and Perks.
Furthermore, we put time into designing and planning the final implementation for all the sex minigames and their respective NPCs together with the animation department, as well as some planning for production related matters such as dialogue editing and voice-over recording.


Thank you for all your continued support,
-Wild Life Team


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Development Update 28.02.2025

Hello everyone, welcome to this week's progress report.

Level:
Over the course of this week, the environment team continued adding wear and tear texture details to assets in the Alpha Camp. In parallel, we prepared everything for the full production of the Warrior Village meshes, introduced new tools for our level artists, and also started work on spaceships, shuttles, and statues for the Lizard Settlements.




Code:
This week, we have finished implementing the finisher move mechanics for the combat system, which the Animation and Game Design departments can now create and implement assets for.
We have also identified and optimized a significant inefficiency on our characters. With this optimization in place, you can expect a decent performance increase if there are many NPCs around, especially if they are moving about.
On the sandbox side of things, we implemented a few quality of life features, these include:
- Being able to increase the vertical size of the prop picker window
- Being able to undock both the prop window and the inspector panel
- Props can now be assigned random rotation and scale on every axis when placing and/or duplicating
- Increased speed in switching to edit mode by asynchronously loading only necessary data
The Media Player prop has also received some love - we've implemented a new plugin that makes external sounds play much better and more reliably than the previous system, even allowing for the same sound to be played multiple times at once by a single Media Player. This also now adds support for OGG and FLAC files, as well as re-enabling MP3 support.
Character:
The character department focused mainly on the development of hair physics for our characters. The current plan is to have two systems complement each other on different levels of detail. The top level, which will be bone-based physics like some hairstyles already have, will be mainly responsible for the large movements of the hair like swinging the hair around as the character runs or turns, as well as reacting to gravity and impact. The next level will most likely be mesh-deformer based and will be responsible for having individual hair-strands move independently and react to the movement of the top level to create a more detailed appearance for the hair behavior.

Animations:
In the animation department we put the finishing touches on the Sandshark's animations this week, following some feedback from Game Design. This large centipede will be threatening players as they attempt to cross the desert on foot, so better be on the lookout for suspicious movements below the sand! 
We also started work on the move set for heavy weapons, which includes two-handed clubs and hammers and on creating more special attacks for dagger variations. While all weapons of a type (sword, dagger, etc) share the same basic moves, they will often come with unique special moves to make them feel more varied.

Design:
In the design department we kicked things off with our (hopefully soon-to-be) new member of the team, who will be helping us refine the dialogues and smoothing out rough edges of the character writing. Additionally, we finished the first design of the Max & Maya romance. It still needs some polishing and lord Steve's blessing, but is looking really promising so far. Last but not least, for the combat system we added a couple of new moves for the Feral Bull to give you guys a proper smacking, finished designing the status effect system for things like poison, fire build-up and other such effects and started to implement the claw combat movesets.

Thank you for all your continued support,
-Wild Life Team
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