<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Glyphcaster Devlog</title><description>Development updates for Glyphcaster</description><link>https://glyphcastergame.com/</link><item><title>Tutorial, pillar, and environment updates</title><link>https://glyphcastergame.com/devlog/2026-05-09/</link><guid isPermaLink="true">https://glyphcastergame.com/devlog/2026-05-09/</guid><description>New progression systems, onboarding improvements, procedural cliffs, and glyph updates.</description><pubDate>Sat, 09 May 2026 00:00:00 GMT</pubDate><content:encoded>--------------------------------------------------

&lt;div class=&quot;grid gap-16 md:grid-cols-1 items-start mt-8&quot;&gt;
  &lt;div class=&quot;space-y-16&quot;&gt;

    &lt;div&gt;
      &lt;h3 class=&quot;text-lg font-medium mb-2&quot;&gt;Pillar progression system&lt;/h3&gt;

      &lt;p class=&quot;text-neutral-300 mb-6&quot;&gt;
        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.
      &lt;/p&gt;

      &lt;figure class=&quot;space-y-2&quot;&gt;
        &lt;img 
          src=&quot;/assets/images/pillar.jpg&quot;
          alt=&quot;Large magical pillar structure with glyph slots&quot;
          title=&quot;Pillar progression system&quot;
          class=&quot;w-full aspect-video object-cover rounded-lg border border-neutral-800 shadow-md&quot;
        /&gt;
        &lt;figcaption class=&quot;text-sm text-neutral-400&quot;&gt;
          The new pillar structure acts as a central progression system
        &lt;/figcaption&gt;
      &lt;/figure&gt;
    &lt;/div&gt;

    &lt;div&gt;
      &lt;h3 class=&quot;text-lg font-medium mb-2&quot;&gt;Onboarding and early progression&lt;/h3&gt;

      &lt;p class=&quot;text-neutral-300 mb-6&quot;&gt;
        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.
      &lt;/p&gt;

      &lt;figure class=&quot;space-y-2&quot;&gt;
        &lt;img 
          src=&quot;/assets/images/posts/2026-05-09/onboarding-area.jpg&quot;
          alt=&quot;Early tutorial and onboarding area&quot;
          title=&quot;Onboarding improvements&quot;
          class=&quot;w-full aspect-video object-cover rounded-lg border border-neutral-800 shadow-md&quot;
        /&gt;
        &lt;figcaption class=&quot;text-sm text-neutral-400&quot;&gt;
          Early progression is starting to become more guided and deliberate
        &lt;/figcaption&gt;
      &lt;/figure&gt;
    &lt;/div&gt;

    &lt;div&gt;
      &lt;h3 class=&quot;text-lg font-medium mb-2&quot;&gt;Procedural cliff generation&lt;/h3&gt;

      &lt;p class=&quot;text-neutral-300 mb-6&quot;&gt;
        I’ve started building a procedural cliff mesh generation system for creating larger, more dramatic terrain formations without hand-modelling everything individually.
      &lt;/p&gt;

      &lt;div class=&quot;grid gap-6 md:grid-cols-2&quot;&gt;
        &lt;figure class=&quot;space-y-2&quot;&gt;
          &lt;img 
            src=&quot;/assets/images/posts/2026-05-09/cliff-1.jpg&quot;
            alt=&quot;Procedurally generated cliff formations&quot;
            title=&quot;Procedural cliffs&quot;
            class=&quot;w-full aspect-video object-cover rounded-lg border border-neutral-800 shadow-md&quot;
          /&gt;
          &lt;figcaption class=&quot;text-sm text-neutral-400&quot;&gt;
            Early procedural cliff generation tests
          &lt;/figcaption&gt;
        &lt;/figure&gt;
        &lt;figure class=&quot;space-y-2&quot;&gt;
          &lt;img 
            src=&quot;/assets/images/posts/2026-05-09/cliff-2.jpg&quot;
            alt=&quot;Procedurally generated cliff formations&quot;
            title=&quot;Procedural cliffs&quot;
            class=&quot;w-full aspect-video object-cover rounded-lg border border-neutral-800 shadow-md&quot;
          /&gt;
          &lt;figcaption class=&quot;text-sm text-neutral-400&quot;&gt;
            Early procedural cliff generation tests
          &lt;/figcaption&gt;
        &lt;/figure&gt;
      &lt;/div&gt;
    &lt;/div&gt;

    &lt;div class=&quot;flex flex-col lg:flex-row&quot;&gt;
      &lt;div&gt;
        &lt;h3 class=&quot;text-lg font-medium mb-2&quot;&gt;Glyph improvements&lt;/h3&gt;

        &lt;p class=&quot;text-neutral-300 mb-6&quot;&gt;
          Glyph visuals have been updated and refined alongside a number of interaction improvements. &lt;br /&gt;&lt;br /&gt;Glyphs can now be grabbed, thrown, toggled while held, and generally feel much better to use as a PC player.
        &lt;/p&gt;
      &lt;/div&gt;

      &lt;figure class=&quot;space-y-2 w-300&quot;&gt;
        &lt;img 
          src=&quot;/assets/images/posts/2026-05-09/glyphs.jpg&quot;
          alt=&quot;Updated glyph visuals&quot;
          title=&quot;Updated glyph visuals&quot;
          class=&quot;w-full aspect-video object-cover rounded-lg border border-neutral-800 shadow-md&quot;
        /&gt;
        &lt;figcaption class=&quot;text-sm text-neutral-400&quot;&gt;
          Updated glyph visuals and handling
        &lt;/figcaption&gt;
      &lt;/figure&gt;
    &lt;/div&gt;

    &lt;div&gt;
      &lt;h4 class=&quot;text-lg font-medium mb-3&quot;&gt;Other changes&lt;/h4&gt;

      &lt;ul class=&quot;space-y-2 text-neutral-300 list-disc pl-6&quot;&gt;
        &lt;li&gt;Improved glyph decay and renewal behaviour&lt;/li&gt;
        &lt;li&gt;Major grass rendering and terrain update performance improvements&lt;/li&gt;
        &lt;li&gt;Added support for world boundaries in the grass system&lt;/li&gt;
        &lt;li&gt;Added tree LOD meshes&lt;/li&gt;
        &lt;li&gt;Added dynamic ground clutter placement&lt;/li&gt;
        &lt;li&gt;Tested significantly larger map sizes&lt;/li&gt;
        &lt;li&gt;Added improved iron ore models&lt;/li&gt;
        &lt;li&gt;Fixed skeletons interacting with fireballs correctly again&lt;/li&gt;
        &lt;li&gt;Added a new spatial grid system for efficient nearby object queries&lt;/li&gt;
        &lt;li&gt;Fixed a bug allowing glyphs to heal beyond their maximum health&lt;/li&gt;
      &lt;/ul&gt;
    &lt;/div&gt;
  &lt;/div&gt;
&lt;/div&gt;</content:encoded></item><item><title>Added axe and improved terrain</title><link>https://glyphcastergame.com/devlog/2026-04-22/</link><guid isPermaLink="true">https://glyphcastergame.com/devlog/2026-04-22/</guid><description>Basic axe, terrain improvements, and early alchemy mechanics.</description><pubDate>Wed, 22 Apr 2026 00:00:00 GMT</pubDate><content:encoded>&lt;div class=&quot;grid gap-16 md:grid-cols-1 items-start&quot;&gt;

  &lt;div class=&quot;space-y-10&quot;&gt;
    &lt;div&gt;
      &lt;h3 class=&quot;text-lg font-medium mb-2&quot;&gt;Added item equip system and simple axe&lt;/h3&gt;
      &lt;p class=&quot;text-neutral-300 mb-6&quot;&gt;
      To continue moving the PC player controls closer to the VR player capabilities, I added a simple hand control to the player. It supports picking up and using an axe for chopping trees at this stage but has been designed to handle diverse item types by delegating the action to the held item. Next step is to make Glyphs respond to this sytem so the player can properly hold and use Glyphs, like in the VR version.
      &lt;/p&gt;

      &lt;div class=&quot;grid gap-6 md:grid-cols-2&quot;&gt;
        &lt;figure class=&quot;space-y-2&quot;&gt;
          &lt;img 
            src=&quot;/assets/images/posts/2026-04-22/Screenshot 2026-04-22 013030.jpg&quot;
            alt=&quot;Player holding an axe near a built structure&quot;
            title=&quot;Equippable axe&quot;
            class=&quot;w-full aspect-video object-cover rounded-lg border border-neutral-800 shadow-md&quot;
          /&gt;
          &lt;figcaption class=&quot;text-sm text-neutral-400&quot;&gt;
            Added support for equipping and using items such as tools or weapons
          &lt;/figcaption&gt;
        &lt;/figure&gt;

        &lt;figure class=&quot;space-y-2&quot;&gt;
          &lt;img 
            src=&quot;/assets/images/posts/2026-04-22/Screenshot 2026-04-22 021140.jpg&quot;
            alt=&quot;Island scene showing newly added bushes and improved terrain shader&quot;
            title=&quot;Improved terrain shader and bushes&quot;
            class=&quot;w-full aspect-video object-cover rounded-lg border border-neutral-800 shadow-md&quot;
          /&gt;
          &lt;figcaption class=&quot;text-sm text-neutral-400&quot;&gt;
            Improved terrain shader and newly added bushes
          &lt;/figcaption&gt;
        &lt;/figure&gt;
      &lt;/div&gt;
    &lt;/div&gt;

    &lt;div&gt;
      &lt;h4 class=&quot;text-lg font-medium mb-2&quot;&gt;Blueprint unlocking&lt;/h4&gt;
      &lt;p class=&quot;text-neutral-300 mb-4&quot;&gt;
      Recently I added a system where blueprints are initially locked and become unlocked as the player picks up new resource types, to promote progressive discovery throughout play. I&apos;ve added a simple notification when a blueprint is unlocked for now, but will revamp it in future.
      &lt;/p&gt;
    &lt;/div&gt;

    &lt;div class=&quot;grid gap-16 md:grid-cols-2 items-start&quot;&gt;
      &lt;div&gt;
        &lt;h4 class=&quot;text-lg font-medium mb-2&quot;&gt;Continued development of the alchemy system&lt;/h4&gt;
        &lt;p&gt;
        The intent is that this will eventually involve dropping items and water in the top of the cauldron and activating a fire glyph underneath to turn the liquid into a potion, but so far I&apos;ve just done the flask placement and filling mechanic.
        &lt;/p&gt;
      &lt;/div&gt;

      &lt;div&gt;
        &lt;video
          src=&quot;https://iohub-main.b-cdn.net/glyphcaster/videos/Cauldron.mp4&quot;
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      &lt;/div&gt;
    &lt;/div&gt;
  &lt;/div&gt;
&lt;/div&gt;</content:encoded></item><item><title>Terrain painting and building improvements</title><link>https://glyphcastergame.com/devlog/2026-04-17/</link><guid isPermaLink="true">https://glyphcastergame.com/devlog/2026-04-17/</guid><description>Added a terrain painting system, improved automatic terrain blending, and improved building.</description><pubDate>Fri, 17 Apr 2026 00:00:00 GMT</pubDate><content:encoded>&lt;div class=&quot;grid gap-16 md:grid-cols-1 items-start&quot;&gt;

  &lt;div class=&quot;space-y-10&quot;&gt;
    &lt;div&gt;
      &lt;h3 class=&quot;text-xl font-semibold mb-4&quot;&gt;Recent Updates&lt;/h3&gt;

      &lt;h4 class=&quot;text-lg font-medium mb-2&quot;&gt;Terrain painting&lt;/h4&gt;
      &lt;p class=&quot;text-neutral-300 mb-6&quot;&gt;
        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.
      &lt;/p&gt;

      &lt;div class=&quot;grid gap-6 md:grid-cols-2&quot;&gt;
        &lt;figure class=&quot;space-y-2&quot;&gt;
          &lt;img 
            src=&quot;/assets/images/2026-04-22-terrain-2.jpg&quot;
            alt=&quot;Terrain painting blending rock and grass on slopes&quot;
            title=&quot;Terrain painting blending&quot;
            class=&quot;w-full aspect-video object-cover rounded-lg border border-neutral-800 shadow-md&quot;
          /&gt;
          &lt;figcaption class=&quot;text-sm text-neutral-400&quot;&gt;
            Improved blending between terrain types
          &lt;/figcaption&gt;
        &lt;/figure&gt;

        &lt;figure class=&quot;space-y-2&quot;&gt;
          &lt;img 
            src=&quot;/assets/images/2026-04-22-terrain.jpg&quot;
            alt=&quot;Forest terrain with improved slope transitions&quot;
            title=&quot;Natural terrain blending&quot;
            class=&quot;w-full aspect-video object-cover rounded-lg border border-neutral-800 shadow-md&quot;
          /&gt;
          &lt;figcaption class=&quot;text-sm text-neutral-400&quot;&gt;
            More natural slope transitions
          &lt;/figcaption&gt;
        &lt;/figure&gt;
      &lt;/div&gt;
    &lt;/div&gt;

    &lt;div&gt;
      &lt;h4 class=&quot;text-lg font-medium mb-2&quot;&gt;Support of overhangs and edge pieces when building&lt;/h4&gt;
      &lt;p class=&quot;text-neutral-300 mb-4&quot;&gt;
        I added a system for detecting adjacent building parts, allowing optional pieces to be turned on and off based on what&apos;s around a part. This allows for things like roof overhangs, end-caps, and edge beams, making buildings look more satisfying.
      &lt;/p&gt;

      &lt;figure class=&quot;space-y-2&quot;&gt;
        &lt;img 
          src=&quot;/assets/images/2026-04-22-building-parts.jpg&quot;
          alt=&quot;Building system showing overhangs and edge pieces&quot;
          title=&quot;Building edge support&quot;
          class=&quot;w-full aspect-video object-cover rounded-lg border border-neutral-800 shadow-md&quot;
        /&gt;
        &lt;figcaption class=&quot;text-sm text-neutral-400&quot;&gt;
          Context-aware building pieces (overhangs, caps, edges)
        &lt;/figcaption&gt;
      &lt;/figure&gt;
    &lt;/div&gt;

    &lt;div&gt;
      &lt;h4 class=&quot;text-lg font-medium mb-2&quot;&gt;Better water&lt;/h4&gt;
      &lt;p class=&quot;text-neutral-300 mb-4&quot;&gt;
        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.
      &lt;/p&gt;
      &lt;p class=&quot;text-neutral-300 mb-4&quot;&gt;
        Darkening terrain near/below the water level and forcing dirt underneath helps the water read more clearly.
      &lt;/p&gt;

      &lt;figure class=&quot;space-y-2&quot;&gt;
        &lt;img 
          src=&quot;/assets/images/2026-04-22-water.jpg&quot;
          alt=&quot;Lake with improved water shading and shoreline blending&quot;
          title=&quot;Water shader improvements&quot;
          class=&quot;w-full aspect-video object-cover rounded-lg border border-neutral-800 shadow-md&quot;
        /&gt;
        &lt;figcaption class=&quot;text-sm text-neutral-400&quot;&gt;
          Subtle normals + shoreline blending improve readability
        &lt;/figcaption&gt;
      &lt;/figure&gt;
    &lt;/div&gt;

    &lt;div&gt;
      &lt;h4 class=&quot;text-lg font-medium mb-2&quot;&gt;Other improvements&lt;/h4&gt;

      &lt;ul class=&quot;mt-4 space-y-2 text-neutral-300 list-disc list-inside marker:text-neutral-500&quot;&gt;
        &lt;li&gt;Recipes added to more blueprints&lt;/li&gt;
        &lt;li&gt;Crystal item and resource node for Source Stones&lt;/li&gt;
        &lt;li&gt;Terrain LOD chunk support&lt;/li&gt;
        &lt;li&gt;Improved lighting and sky&lt;/li&gt;
        &lt;li&gt;Expanded health bar system support&lt;/li&gt;
        &lt;li&gt;Initial alchemy system and herbs&lt;/li&gt;
        &lt;li&gt;Terrain deformation (flattening) when placing blueprints&lt;/li&gt;
        &lt;li&gt;Dirt painting interaction when placing blueprints&lt;/li&gt;
        &lt;li&gt;Improved Circle placement (less terrain clipping)&lt;/li&gt;
      &lt;/ul&gt;
    &lt;/div&gt;
  &lt;/div&gt;
&lt;/div&gt;</content:encoded></item><item><title>Summons and Terrain</title><link>https://glyphcastergame.com/devlog/summons-and-terrain/</link><guid isPermaLink="true">https://glyphcastergame.com/devlog/summons-and-terrain/</guid><description>Added a couple of simple summonable spirits and continued development of the terrain system.</description><pubDate>Thu, 26 Mar 2026 00:00:00 GMT</pubDate><content:encoded>&lt;div class=&quot;grid gap-16 md:grid-cols-2 items-start&quot;&gt;

  &lt;div&gt;
    &lt;h3&gt;Defender spirit&lt;/h3&gt;
    &lt;p&gt;
    Added a summonable defender spirit that attacks nearby enemies. This is tied to the circle system, so you need to place a particular item in a circle with a summon glyph at its centre. Activate the glyph to consume the item and bind the spirit, then you can summon and dismiss it as much as you like until it dies or the glyph is destroyed. 
    &lt;/p&gt;
  &lt;/div&gt;

  &lt;div&gt;
    &lt;video
      src=&quot;https://iohub-main.b-cdn.net/glyphcaster/videos/Defender%20Summon.mp4&quot;
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  &lt;div&gt;
    &lt;h3&gt;Harvest spirit&lt;/h3&gt;
    &lt;p&gt;
    Added a summonable spirit that harvests nearby trees. It will automatically chop down trees then break the logs up into wood. Next step is to get it to bring the wood back to the circle, putting it into a container if one is present. This is the first step towards automated production.
    &lt;/p&gt;
  &lt;/div&gt;

  &lt;div&gt;
    &lt;video
      src=&quot;https://iohub-main.b-cdn.net/glyphcaster/videos/summon-harvester.mp4&quot;
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  &lt;div&gt;
    &lt;h3&gt;Terrain system&lt;/h3&gt;
    &lt;p&gt;
    Continued development of the terrain system. This now uses a global heightmap for mesh generation instead of each chunk storing its own map, eliminating seams at the chunk boundaries and allowing for generation of low poly LOD meshes for distant terrain more easily, and for other system in the world to easily get the global terrain height at any point. 
    &lt;/p&gt;

    &lt;div class=&quot;pt-4&quot;&gt;
    &lt;h3&gt;Grass system&lt;/h3&gt;
    &lt;p&gt;
    Up until now all grass in the game was placed and saved in each chunk scene using a script that constructed multimesh instances. This worked well but doesn&apos;t scale once you have many chunks. A new system uses a single multimesh that moves with the player, making use of the new global heightmap to place grass on terrain anywhere in the world automatically and continuously. This means the individual scenes don&apos;t need anything in them to work with the grass system and it is much easier to control grass placement globally.   
    &lt;/p&gt;
  &lt;/div&gt;
  &lt;/div&gt;

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    &lt;video
      src=&quot;https://iohub-main.b-cdn.net/glyphcaster/videos/world-development.mp4&quot;
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&lt;/div&gt;</content:encoded></item><item><title>Health bars &amp; wall destruction</title><link>https://glyphcastergame.com/devlog/health-bars-and-wall-destruction/</link><guid isPermaLink="true">https://glyphcastergame.com/devlog/health-bars-and-wall-destruction/</guid><description>Walls now fall to pieces when destroyed and a new system shows health bars for damaged destructible items.</description><pubDate>Mon, 16 Mar 2026 00:00:00 GMT</pubDate><content:encoded>&lt;div class=&quot;grid gap-16 md:grid-cols-2 items-start&quot;&gt;

&lt;div&gt;

Changed skeletons over to use similar target selection logic to the spirits, so they can now target walls and other structures instead of just the player.

Added a small knockback effect on destructibles when damaged, so walls shake briefly when hit. I&apos;ve also added a system for displaying health bars on any damageable structures. Also prototyped a destruction visual where the barricade falls apart when destroyed, which is much more satisfying than just disappearing.

Next steps are to make skeletons path around walls instead of just destroying anything directly in their way.
&lt;/div&gt;

&lt;div&gt;

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&lt;/div&gt;</content:encoded></item><item><title>Skeletons Now Attack Walls</title><link>https://glyphcastergame.com/devlog/skeletons-attack-walls/</link><guid isPermaLink="true">https://glyphcastergame.com/devlog/skeletons-attack-walls/</guid><description>Certain enemies can now target and destroy player destructible structures.</description><pubDate>Tue, 10 Mar 2026 00:00:00 GMT</pubDate><content:encoded>Changed skeletons over to use similar target selection logic to the spirits, so they can now target walls and other structures instead of just the player.

Added a small knockback effect on destructbles when damaged, so walls shake briefly when hit. It&apos;s a bit strong currently though.

Next steps are to make skeletons actively target valuable structures and only destroy walls when they are in the way, and to modify the target selection to give a little priority to the currently active target, so they don&apos;t switch targets constantly.</content:encoded></item></channel></rss>