Welcome to another dev diary!
I’ve been hard at work this week on a mixture of new features, new art and bug fixing!
I’ve also been trying to post more actively across all the different socials and I appreciate everyone who has shown the love so far.
If you haven’t already, make sure to join our Discord and Reddit as this is where I am most active!

New Features:
- Each class now has its own character sprite.
- Added 3 new core stats, Intelligence, Perception and Charisma.
- Added new skills system.
- Added Melee, Ranged and Dodge skill.
- Skills level up by using that skill.
- Skills give bonus effects to skill related actions.
- Added 21 new armour, 12 new weapon, 1 new shield, 2 new ammo, and 5 new item sprites.
- Added 2 new temple and 1 new grass tiles in proc gen locations.
Changes:
- Modified the overworld map art, made the savannah and flatlands biomes have a few changeable tiles to add some variety rather than a single tile representing each area.
- Updated the character info, character creator, inventory and item pick up menus to be more uniform visually and to include the new
- Changed 2 rock tiles visuals.
- Examining items now returns you to the previous menu rather than back to the game.
- Increased spawn rate of fauna in the savannah biome.
- Edited new game welcome pop up to allow mouse click to skip.
- Adjusted ranged attack parameters so that distance and skills affect hit chance and damage.
- Adjusted how quickly levelling up skills works.
- Slightly increased auto-move speed.
Bug Fixes:
- Fixed trees not spawning at the river biome.
- Fixed bug where you could not examine the remains of dead entities.
- Fixed bug where shooting an animal caused it to not drop meat.
- Fixed resource path issue that was causing crash when building exe file.

All in all, a very busy week.
The new skills system will continue to be tweaked but it gives a basis for me to add more skills later down the line. Same for the new core stats, as of right now they have no real function but eventually these will allow the different classes to actual feel different between each run.
I’m on holiday next week and so dev time is likely to be minimal but I’m planning to start work on some more key features that a lot of the work this week has now allowed for.
There’s also a lot of flavour and aesthetic stuff I want to add and update still and so I’m sure I will be working on this alongside the other parts.
Thats all for this week!
Make sure to follow the socials for more regular updates!
Thanks,
Stanners
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