Tutorial, pillar, and environment updates
Sat May 09 2026
Pillar progression system
I added a new central pillar structure with 4 glyph unlock slots. The pillar is intended to become a major progression hub and magical focal point within the world.

The new pillar structure acts as a central progression system
Onboarding and early progression
I’ve been prototyping a more structured onboarding/tutorial sequence designed to teach the transmute, grab, and building mechanics naturally through gameplay and world interactions. The environment is rough, blocked out in cubes mostly, but it is a good exploration of what the onboarding process might look like for new players. The intent is that this would be the area a player would start in and would work their way through it before entering the main area, being guided to unlock their first glyph and craft their first tool in the process.

Early progression is starting to become more guided and deliberate
Procedural cliff generation
I’ve started building a procedural cliff mesh generation system for creating larger, more dramatic terrain formations without hand-modelling everything individually.

Early procedural cliff generation tests

Early procedural cliff generation tests
Glyph improvements
Glyph visuals have been updated and refined alongside a number of interaction improvements.
Glyphs can now be grabbed, thrown, toggled while held, and generally feel much better to use as a PC player.

Updated glyph visuals and handling
Other changes
- Improved glyph decay and renewal behaviour
- Major grass rendering and terrain update performance improvements
- Added support for world boundaries in the grass system
- Added tree LOD meshes
- Added dynamic ground clutter placement
- Tested significantly larger map sizes
- Added improved iron ore models
- Fixed skeletons interacting with fireballs correctly again
- Added a new spatial grid system for efficient nearby object queries
- Fixed a bug allowing glyphs to heal beyond their maximum health