Share this project


Share this project

An open-world action adventure game set in a simulated world that does not belong to humans.
An open-world action adventure game set in a simulated world that does not belong to humans.
4,091 backers pledged €121,480 to help bring this project to life.

March Recap - Forward through the Dunes

Posted by Twirlbound (Creator)

Dear backers,

Almost a year ago since we finished the Kickstarter successfully! Time flies.

At the start of the month we were joined by a new fulltime team member – Ilia! He’s a game designer, coming from a few years of experience on Guerilla Games’ Horizon: Zero Dawn and Ubisoft’s Assassin’s Creed Origins – so as you can imagine, we’re more than thrilled to have him on the team. Immediately the design game was stepped up, and it was time this month to figure out the details in some remaining areas of design.

Other than that, as usual, we’ve worked on cool content as we’re running towards the simulation alpha and a content alpha soon after. Here are the highlights of this month!

Lots of mockups, design choices and smaller features outlined in detail

Although we want to keep most of these to ourselves, there are some much-requested features that we’re more than happy to share. One of those is the ability for players to create an ‘errand’ list: if there’s an item, trade or quest that requires gathering a few things in the world, this handy list will keep track of it, so that you don’t constantly have to talk to someone or check your menu.

Gobbledew, Gobbledew, Gobbledew!

Creating a species isn’t a quick task – but we’re really happy to say that the Gobbledew is now completely game-ready, including models, animations and architecture.

For those of you who missed it – did you know we’re holding open auditions for the Gobbledew sounds? If you think you have an amazing Gobbledew in you (not for actual talking, but all the VO sounds like getting hit, attacking, agreeing, etc), check out this post by Ratchet Audio:

Lots of dune environment work!

To complement the origin of the Gobbledew’s architecture (the Dry Bay), we’ve been doing a lot of environmental work on the dry areas of the game! The Arid Canyon, Dry Bay, Dusty Springs… all these areas will be rich with vegetation soon.

Streaming the world

We’ve worked on some new tech to stream our world more fluidly and to heavily reduce the workload on the worldbuilding side of things. With this new technique, we’re automatically LODing and loading in assets as you go through the world. Don’t mind the floating trees, that’s for testing!

 project video thumbnail
Replay with sound
Play with

We have some more amazing news lined up over the next few weeks, as we continue to finalize the simulation for our simulation alpha and finalize the last detailed designs for the game.

We’re also toning down the weekly blog a bit, as we’re moving towards a lot of content – but we’ll keep on doing these monthly recaps for sure. Stay tuned!

As always, all feedback, questions and comments are welcome. Feel free to reach out through the comments here, or pine[at], on IndieDB, on Reddit, on our Discord server, Facebook or Twitter.


Only backers can post comments. Log In
    1. Vojtěch Civáň on

      Oh... that wasn't exactly what I meant, but thanks. I still believe a rideable puffle is just what the game need and you just don't know it yet. Despite the fact that you created the game and I never played it... ... yeah, that's the argument I am using...

    2. Twirlbound Creator on

      @Ryan: It's running on one of our rather normal dev PCs, but obviously we'll make sure the popping is way less harsh and ensure performance and proper distances on a range of devices. :)

      @River: Not really a deadline, we'll be working on other sounds first so that we can get a few in - we'd love to hear your submission! :)

    3. River

      Is there a deadline for Gobble? I'm looking forward to giving it a shot and sending the files over tonight :D

      Loving all the updates and progress, can't wait to see where you go from here and finally get to play it myself.

    4. Ryan Smith on

      What hardware and resolution are you running the LOD video on?

    5. Missing avatar

      Martin Collaborator on

      @jason: While running on the terrain currently you'd still see the same pop-in (but already a bit less since rocks/trees/fog would be hiding the things popping in further back). The next step for this system would be to make the objects fade/dither in instead so that it wont be as noticable.
      However, for an initial proof-of-concept this is a good first step and we can (and will) come back to this system later and improve it.

    6. jason kay on

      The LOD appears very sudden and quick with lots of things popping into life but then you are flying across the terrain and normally you would be running and so i imagine the details would appear more slowly instead of nearly all at once. Can you show he LOD system with you running across the terrain?

    7. Twirlbound Creator on

      @Vojtĕch: Aaah sorry haha, how could we forget! For those interested in becoming part of Vojtĕch's movement...

    8. Vojtěch Civáň on

      And not a word about rideable puffles :( perhaps next time