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July 31, 2026

Development Update 31.07.2026

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

Level: 
This week, we continued implementing the final assets for Yterra and fixed various issues related to the location using those assets. We also updated the ground material and removed the biome-based paint layer restrictions, giving artists more freedom to use landscape layers across the entire map. Additionally, we improved the transitions between landscape layers by introducing height blending.

Code:
This week, we continued working on the camera improvements. We changed a lot of the camera handling code to allow for smooth transitions between the different camera modes. We also removed the camera adjustments while holding Alt in story mode, so Alt can be used for aiming, which feels much more natural compared to the previous default Tab. Camera zoom can still be adjusted by simply scrolling the mouse wheel.

All major areas now have their own music which can change depending on daytime.

In the sandbox, we added a few smaller features, such as being able to favourite character presets (so they show up at the start of the list) and a small world axis display in the bottom left of the edit mode viewport to aid in understanding how the current scene is aligned.

Character:
We finished the female blacksmith apron and a sexy new bikini and implemented them. We also finished the apron for Maya, Shey, Jadeen, and Geneva who might use it in the story mode, as well as the bikini for Maya, Shey, Koodie, Zeya, Jenny, Janara, Milanna, Geneva, and Shiva. The male apron is still in the works but will be completed by next week, too.

Animations: 
In the animation department we are currently working on a few additional animations for Max x Micco and Max x Zumon for the Umbar VIP area interactions.

Design:
On the quest side, we finished implementing Zumon's quest with Max this week. As with the Umbar party, implementing the minigames and final polish for it will have to wait a bit, since our #1 priority right now is to get all dialogues to a final state for voice recording to start in time. Once that is done, we can go back to quest related tasks that do not affect dialogues.

We also made good progress with the Max x Maya romance questline.

Music implementation is coming along nicely, as well. We had the last feedback round yesterday with a few newly requested tracks, and we should be done next week and start working on routine sounds.

We are also in the process of finishing the Apoc questlines, tying up loose ends and redesigning some of the quest structure.

In the main story, we have now finished implementing the final chapter content, as well as level and quest logic, completing the main story content which will be available for you all to playtest in the September release.

Last but not least, we are working on further detailing of the tutorial / on-boarding experience. We started working on a Blockout of the spaceship section where you will begin the game before landing on Kerpal.

Thank you for all your continued support,

-Wild Life Team

Comments (10)

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Alexander Kappler · August 5, 2026

was das für´n kagg Spiel? nichmal sound Sprachausgabe und nur leere Maps... is das ne Tech Demo für 10 €?

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Alex Kaufmann · August 26, 2026

Das Game ist noch in Entwicklung was laberst du? Es ist offensichtlich noch nicht fertig. Es gibt auch eine kostenlose Variante

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Liam leach · August 4, 2026

ive got the $9 which says uncensored builds and my game is still censored ???

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velky lev · August 4, 2026

did you check in the settings that its off ?

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Joey_the_cat · August 1, 2026

They don't let me in the sex temple....

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Alex Kaufmann · August 26, 2026

Did you get in by now?

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Shyzaka · July 31, 2026

Hi! I have a few feedback/suggestions for "quality of life", positioning spot lights during dialogues, minigames and cutscenes could be a nice touch, cause sometimes during a playthrough a dialogue or minigame can trigger at night, in a place there is no illumination, also idk how UE5 works, but I notice the low quality of shadows has a huge distance of shadow, and it looks like it doesnt reduce the quality? (I mean like those circles around your character where quality of shadow reduce depending on the far distance is from your character), playing the first mission with maya on story mode you can see how much shadows are rendering from a long distance, idk if it is a UE5 issue or if its possible to decrease that shadows casting at distance for low quality shadow config, probably would improve the performance of low vram gpus (8gb). Nice work as always, Im very excited to play the story mode on release!!

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gsdesigns2005 · July 31, 2026

Tem que ter mais interações no Sandbox com Riv

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Colord44 · July 31, 2026

Seeing the escape pods finisehd is nice.

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Alex · July 31, 2026

Will Maya's wings unfurling and becoming visible during flight also apply to the other female characters? Also, it would look even better if the wingtip vortices during a dive stretched out and became more pronounced depending on the dive speed. have a nice day....