Terrain painting and building improvements
Fri Apr 17 2026

Recent Updates

Terrain painting

The terrain shader has been extended with a new painting system that allows for combining automated terrain painting rules with a manual, brush-based system. Additionally, the terrain rules were updated, making for much more natural blending of dirt, grass, and stone around slopes.

Terrain painting blending rock and grass on slopes

Improved blending between terrain types

Forest terrain with improved slope transitions

More natural slope transitions

Support of overhangs and edge pieces when building

I added a system for detecting adjacent building parts, allowing optional pieces to be turned on and off based on what’s around a part. This allows for things like roof overhangs, end-caps, and edge beams, making buildings look more satisfying.

Building system showing overhangs and edge pieces

Context-aware building pieces (overhangs, caps, edges)

Better water

I replaced the water shader with an improved version. After experimenting with screen-space reflections I ended up using a simpler version that uses a noise texture to offset the normals, but otherwise kept it fairly simple.

Darkening terrain near/below the water level and forcing dirt underneath helps the water read more clearly.

Lake with improved water shading and shoreline blending

Subtle normals + shoreline blending improve readability

Other improvements

  • Recipes added to more blueprints
  • Crystal item and resource node for Source Stones
  • Terrain LOD chunk support
  • Improved lighting and sky
  • Expanded health bar system support
  • Initial alchemy system and herbs
  • Terrain deformation (flattening) when placing blueprints
  • Dirt painting interaction when placing blueprints
  • Improved Circle placement (less terrain clipping)