News & Updates
Here you can find all our latest activities. We publish our development log, food for thoughts,
announcements and just fun things we want to share.
Devlog: Creating a Scalable Quest Manager for Open Worlds
Hey all, This week we have an updated look at the upcoming Quest Manager! This will allow you to manage all quest types across your open world. Whether your quests are simple, have plenty of side quests or create a complex storyline, you’ll be able to do it all! A...
Devlog: Become The Master of Keys – Lockpicking System
Hey all, This week we will be taking a first look at a new system, Lockpicking! This system will be able to handle most of your door access needs for your projects including: Using keys for specific door types Using lock picks (to access the lock picking UI with...
Devlog: Time to Cast Away with the Fishing System
Hey all, We are back with an update to the Fishing System. You’ll be able to manage all of your water types, fish types and difficulties easily via the datatable. The system will include both rod (with mini game) as well as spearfishing. MST Pro users will get the...
Devlog: Bring your NPCs to life with the Dialogue System
Hey all, This week we’ll be taking an update look at the Dialogue System that we touched on a few months ago. This system will be able to add so many storytelling elements that it can really be used for any game type, not just RPGs. A few of the features include: Use...
Devlog: The Much Awaited Global Save & Load System
Hey all, This week I wanted to give you a first look at the Global Save System! You’ll now be able to save and load your games and specify whether or not any of your required variables or components should be included with just a few clicks. It has taken some time but...
Devlog: Finalizing the Ability System
Hey all, I’m back after a short break (I was a bit under the weather) but have powered through and have been making amazing progress on many of our upcoming systems. This week, I’m excited to dive into the updates we’ve made to the ability system since last you saw....
Devlog: Mesh to Actor Swapping
Hey all, This time, I’ve got something special to share—a mesh to actor swapping system inspired by a few of our amazing Patreon community members. We were able to expand upon their base functionality and it's been super helpful for making our open world more dynamic...
Devlog: PCG Props Generation
Hey all, We’ve been making some great strides with the continuation of our Procedural Content Generation (PCG) experimenting. This week, it’s all about improving our prop placement system. Specifically, we’ve been adding proper spawners so we no longer have to...
Devlog: Biome Generation
Hey all, I hope everyone has been enjoying the PCG related devlogs the last few weeks! We’ve been hard at work continuing development on our world building systems, which can now allow you to set up your own biome variations. Let’s check it out! Foliage Density...
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