XaiJu
adeptussteve
adeptussteve

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Development Update 29.08.2025

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

Level: 
During the last week, we have worked on the initial lighting setup for locations such as Lake Village, Warrior Village, and Pearl Village. Additionally, work on the Sky Village A-quality blockout continues, while Apoc has now been completed. We also experimented with new features for the landscape material to noticeably reduce texture tiling and to add a large-scale normal map to the terrain, improving detail in the distance. In addition to this, we continued populating the world with additional foliage.

Code:
The character marker system has been improved to share the space over the character more effectively, preventing overlaps between the character name, health bar, status effects and quest markers.
On the sandbox side, a few small improvements have been made: 
The trigger box prop now supports more shapes (Cube, Cylinder, Sphere).
The automatic outliner scroll position when selecting a prop has been improved - clearing the text search will jump to the selected active object and using the new Shift+F keybind will manually jump there, too.
We started work on adding the poser's "Look at" functionality to the sex scenes as an optional override.

Character:
After finishing the new Hopper model + desert variation we have now moved on to creating a new variation model for the Arac enemy. Some new outfits are also in the works, we commissioned a freelance artist to create a new harem-outfit and we have also acquired a new sexy outfit from the greatly talented community modder and artist Minervha.

Animations: 
In the animation department we assigned all melee weapon movesets and special attacks to their respective weapon items. Meanwhile, our work on transferring melee movesets over to other character skeletons continues steadily. 
We also started work on the second phase of our combat polishing: Duels against humanoid enemies. 
We have been testing combat AIs for NPCs wielding claws, daggers and hammers this sprint, giving them different behaviours when engaging the player that play to the strengths of each weapon. Once we have a baseline AI for each weapon type, we will be able to further refine them to depict different characters, from unskilled brawler to elite fighter enemy.

Design:
We have set up all the missing weapon items, which are going to make their way into the game as the transferring of attack animations to character skeletons continues. We are now in the process of populating Adรปn with NPCs to get it to a playable state so we can start testing it. All lizard enemies will be placed and have their routines, combat AIs and loot drops set. They will use Maya's character model for now as a placeholder, until the combat animations for the Lizard weapons have been transferred to their skeletons. We also continued working on the dialogues for the Alpha Camp (e.g. Shey and her Sex Minigames) as well as writing dialogues for a secret location ๐Ÿ˜‰

Thank you for all your continued support,

-Wild Life Team

Development Update 29.08.2025

Comments

It's a shame that the characters for battles aren't used for the harem. Scenes like that could be made. It would be very interesting.

Igo Saeko

Ohhh, so these are purely enemy characters? I got kind of excited thinking some would be interactive like a normal Player Character ๐Ÿ˜ญ

Food Hyperer

It's Shey, it looks a lot like her anyway (;

EutCake

Who is that girl in the sexy nun outfit?

ProGamer2020


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