Biomes, potions and flame thrower
Sat May 23 2026


Ash biome progress

I added a simple biome system and started building out a new ash biome. The area is intended to become the location of the Fire glyph unlocker, with darker lighting, smoke, basalt boulders, crystals, ore deposits, and ashy rocky terrain giving it a much harsher atmosphere than the surrounding areas.

Dark ashy biome with basalt rocks, crystals, smoke, and ore

The ash biome is starting to give the world more distinct regions and atmosphere

Potion system development

I continued developing the potion system. Flasks can now hold different liquid types, simple potion recipes are supported, and a filled flask can be consumed to apply an effect to the player.



The first test potion is a simple speed potion, which temporarily makes the player move faster after drinking it. It is still a lightweight system, but the core loop of mixing, filling, carrying, and drinking potions is starting to come together.

Potion flask being filled

Flasks can now be filled with potion liquids

Filled potion flask

Different liquids and recipes can produce different potion effects

Fire glyph flamethrower

The Fire glyph now has a secondary activation mode that works like a short-range flamethrower. This gives the glyph a more continuous, close-range use alongside its existing fireball-style behaviour.

The Fire glyph now has a secondary flamethrower-style activation

Throwing held items

Held items can now be thrown. It is a small interaction change, but it makes object handling feel more complete and gives held items, tools, potions, and glyphs more physical presence in the world.

Other changes

  • Fixed a terrain painting bug caused by incorrect terrain sampling while painting. Manual terrain painting is now usable again.
  • Added an easier workflow for placing grids of terrain chunks while building the world.
  • Continued smaller gameplay, tool, and environment workflow improvements.