XaiJu
adeptussteve
adeptussteve

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Development Update 11.07.2025

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

Level: 
During this week, we continued to work on performance and VRAM utilization. We also started work on the material update for the world map ground textures.
The Environment team is working on the A-quality blockout of the Apoc region, developing a lizard ruin with makeshift quarters befitting a band of thieves and misfits. Additionally, we are preparing the next batch of prop assets for import into the project.

Code:
This week, we have worked on resolving problems and improving the combat system. E.g., we resolved the stuttery movement of NPCs fighting in the distance, improved several situations where attacks are being executed when you wouldn’t have expected it, and more.

In the sandbox, the development of face pose overrides in sex scenes has concluded.
We have also started work on a small new standalone "Combat Arena" Level, where you can test your skills against various combat scenarios with wave-based enemies and scoring system. This level will help us make the best combat we can using both automatic analytics (if you have them enabled) and an in-game user feedback form.

Character:
We have been continuing our work in making some visual variations to existing creatures. This week, we completed the alternative version of the Raptor creature and will work on a second Hopper variation next. We also completed blockout models for all the bow weapons in the game and are currently working on the rifles and guns.

Animations:
In the animation department, we implemented the final boss into the engine this week, ready for Game Design to give him a proper combat AI. We also looked at transferring combat animations over to Kerpali, starting with the Adûn lizards. Lastly, our work on making some special attack variations for individual weapons continues.
In the cutscene department, a batch of motion-captured cutscenes got their rough areas cleaned and finger animations were added to almost all cutscenes. We also started to look into our face mocap pipeline for the cutscenes.
In the nsfw animation department, we started working on a new batch of Maya x Bol animations inspired by the newly added character.

Design:
Our design team finished working on the news system this week and started to implement dialogs for the camp leaders (Hoffman, Gulhragg, etc.).
Additionally, we continued our work on combat tweaking.

Thank you for all your continued support,

-Wild Life Team

Development Update 11.07.2025 Development Update 11.07.2025

Comments

IF I may request for the character department. When can we place male hairstyles on Maya/Shey characters? I do screenshots/short videos with the game, and the mohawk was a great addition, but buzzcuts, fades, etc for the more dominating stories or pics would be awesome. I know you guys are working hard and the game shows it. Just a suggestion to throw in the pile, thanks!

Asu

Chapter 3 doesnt work ….

Nemo


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