Ruins, objectives and world navigation
Sat Jun 20 2026

Repairable ruins

I added ruined structures which can now be repaired using magic. This mechanic is being used both as an environmental storytelling tool and as part of progression, allowing players to restore ancient structures piece by piece.



It gives the world more history and creates satisfying moments where decayed ruins visibly come back to life.

Ancient ruins can now be restored using magic

Objectives, compass and named areas

I added an objectives and tasks system to better guide players through the early game, along with a compass UI that supports objective markers.



The world also now supports named areas. When you enter a major new location, its name fades onto the screen as a large location message, helping make the world feel more like a collection of memorable places rather than just continuous terrain.

Objectives UI and compass markers

Objectives and compass markers help guide exploration

Potion brewing improvements

I added a placeable clay pot that can be inserted into a campfire, filled with water, and used to brew potions.



This makes potion crafting feel more physical and grounded, tying alchemy more closely into survival and camp setup.

Clay pot brewing a potion over campfire

Potions can now be brewed using a clay pot over a campfire

Active effects shown on HUD

Active potion and status effects are now shown on the HUD

Other changes

  • Added heat damage to the fire biome, along with a heat overlay to communicate environmental danger.
  • Improved the sky with a more atmospheric sky setup.
  • Integrated the tutorial area directly into the main world for a smoother onboarding flow.
  • Continued smaller gameplay, UI, environment, and workflow improvements.