Development Update 20.02.2026
Hello everyone, welcome to this week's progress report.
Level:
Another week of work on the environment, and we started implementing the main trading road connecting some of our major locations, with plans to continue on smaller paths around the world. We also added some finalized interactive props such as chests and doors, and have now moved on to creating meshes for mini locations across the world, adding a polishing layer of details. In parallel with all of this, we continued working on finalizing our foliage meshes and prepared a target asset to test our foliage wind animation workflow for trees.
Code:
This week, we started implementing all the perks which you will be able to unlock. There are perks for every melee weapon category, ranged weapons, general combat perks, and survivability perks. These perks range from simple damage, health, and armor increases to perks that unlock new moves and adjust certain combat features for a more varied experience.
We also started implementing an aim assist feature, mainly for controller, but it can be turned on when using mouse and keyboard, as well.
Lastly, we have continued implementing new sound effects.
Character:
We had put the ancient armor outfit on hold for a while as higher priority tasks emerged, but we are now resuming and finalizing it. We are also working on a set of underwear outfits for our characters.
Animations:
On the animation side, we have mostly been supporting the quest designers, but we did manage to mop up some eccentric tier animation requests.
Design:
In the quest department, we put the finishing touches on the Max x Kira quest this week, then moved on to implementing dialogues for the Maya x Taurok scene. We also reviewed a first draft of dialogues for Max x Micco and Max x Tali, planned out their quest structures, improved the entire Koodie and Janara questline, and designed some more quests for the Sky Village.
In the combat design department, we finally brought all the latest improvements together in a single "bandit camp" test arena. Here, the player can engage with melee and ranged weapons, and can clear a mix of different enemies, including melee cannibals and archers. We will use this bandit camp as a benchmark to ensure that everything feels responsive and meaningful. We also iterated the combat move settings to prevent cases where the player gets one-shot or exhausted with a single hit, added experience rewards to all quests, and continued filling the game world with items and monsters.
With all that said, we are currently running a valentines day event on Discord, so come check it out! <3
Join our Discord for more information. We also introduced a new event role that you can request to get targeted notifications for future events.
Thank you for all your continued support,
-Wild Life Team
Comments (13)
quick question is there going be VR support in the future?
In the sandbox game, press ALT+0 VR MOD
will there be a mechanic of clothes ripping off if we take damage ?
Wow, the poisoned dagger kills pretty good.
Wow, the poisoned dagger sure puts a hurting on any one or thing it touches.
Hi! Just got the game. When characters talk there’s no voices for me. Is there no VA or is this a glitch on my end? All volumes are set to max
The voices are not implemented yet
The Armor ist insane 👍😍
Wow those assault rifle frags tho... looks like you guys got the gore on lock. I remember that shooting range test thing u guys did back then, pretty brutal just blowing that guy up over and over again haha Anyways. As always, stoked for your guys good work, thank you!
Aw man the armor and then teh bandit camp; I can't wait to play this update
Your work here is really impressive, but I would remove or visually reduce the life bar above enemies (maybe it's just my impression, but it's a bit out of place) (I would make the removal a selectable option in the settings)👊👊✌️
I am fine with it being an option, but I would not want it removed. I prefer to know my progress against a difficult enemy.
Could the sandbox shots be added?
