From the workshop

Developer Blog

We build {game} in the open — system by system, honestly.

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Pieniny map foundation + first real multiplayer

The ~16×16 km map comes from Polish GUGiK laser data (Pieniny — lake, rock, Dunajec gorge). In parallel we ran first tests on a dedicated server with several clients.

Confirmed diary milestones — craft and building already work here; no full-economy or public-server promises.


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Hands have work: craft, place, repair

You click. Something appears — yours.

~264 km² is a large terrain foundation — no promises about water combat, building, or a release date.


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Scale without hype

We do not publish player limits or dates. We focus on the Pieniny map and first multiplayer tests.

When more systems are ready, we describe them in the devlog — no marketing numbers.


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One night. One fog. For your whole session

It gets dark for you.

It gets dark for them too — you share one sky. The server keeps one time and one weather for everyone in the session. No Hollywood trailer effects yet — just a shared sky.


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The forest takes the first step toward you

You walk between trees. You do not pick an enemy from a list.

Something steps out, fights you, leaves loot — and you feel your character grow a little. Pre-alpha: the world reacts. No AAA trailer spectacle — better to know that now.


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Someone alive stands on the far shore

Solo in the editor is not enough — we need several people at once.

You look across the water and see a silhouette on the far shore move on its own. The shared world works in our internal tests. Doors open to everyone — not yet.


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Your map is a lake between rocks — not a random blot

You walk down and see a sheet of water. Rock above it. Somewhere below a river cuts the mountains.

We dropped the first terrain sketch. We stayed with the Pieniny — Czorsztyn, Three Crowns, Dunajec — because that is a world you want to live in, not just click through. On the water you only stand and look for now; there is no fighting there and we are not painting it on a poster.

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