Dev Blog


Build #8 - Sep 13, 2026

  • On critical failures, the portals opened by Channelers can turn red and a high level planar enemy will take control of the portal, travel through, and attack those nearby.
  • Terrain chunks now use an advanced texture caching system that reduces load times and helps make loading new chunks less impactful to rendering performance.
  • Terrain rendering performance has been improved for the high quality portion of terrain chunks.
  • Movement height position is equivalent to terrain chunk heights.

  • Build #7 - Aug 30, 2026

  • The Channeler class can now open portals to other zones.

  • Build #6 - Aug 23, 2026

  • Added high quality terrain that supports multiple layers of tinted normal map texturing.
  • Added some basic LOD on high quality terrain.
  • Implemented initial networking in the client.
  • Added shadowing to text.

  • Build #5 - Aug 16, 2026

  • Implemented multithreaded chunk loading to improve terrain rendering performance.
  • Added dynamic terrain lighting.
  • Added second unique terrain type.

  • Build #4 - Aug 2, 2026

  • Added ambient audio based on areas, as well as support for 3D audio.
  • Completed initial character class design: Assassin, Battle Mage, Channeler, Cleric, Commoner, Enchanter, Monk, Primalist, Rogue, Summoner, and Warrior.

  • Build #3 - Jul 26, 2026

  • Added terrain map data loading and rendering for terrain nodes.
  • Added culling to improve terrain rendering performance.

  • Build #2 - Jul 19, 2026

  • Added company splash screen to Windows and Linux clients.
  • Initial character class design started.

  • Build #1 - Jul 12, 2026

  • Wrote the initial Windows client rendering software.
  • Wrote the initial Linux client rendering software.
  • Wrote initial basic terrain and sky rendering.
  • Currently allows basic movement on a 16km x 16km flat terrain grid composed of lines.

  • Back