VanaUnrealDevelopment journal
Development captures

Gallery

Unedited captures from development builds, newest first. Select an image to see it at full size.

A paved plaza at dusk with striped market tents on two lawns, in front of the long stone wall of the Auction House.
1 November 2026 · San d’Oria rebuildThe north gate plazaThe north gate plaza in Southern San d’Oria, looking toward the Auction House, with striped stalls on either side. Lit render from the development map, 1 November 2026.
A striped market tent on a lawn beside a paved square, with the high city wall and its towers behind at dusk.
1 November 2026 · San d’Oria rebuildA stall on the Auction House plazaA market stall on the Auction House plaza, with the city wall and towers behind.
A timber-framed stable building with a stone well beside it, on a cobbled yard below the city wall at dusk.
1 November 2026 · San d’Oria rebuildThe chocobo stables courtThe timbered stables, the well and the cobbled yard against the city wall.
A stone gatehouse with stairs leading down to a lawn, framed by the city walls at dusk.
1 November 2026 · San d’Oria rebuildThe West Gate streetThe West Gate gatehouse, with its stairs and lawn.
Pale snow patches appear beneath the raised wooden gate in the earlier isolated sample.
8 October 2026 · Packaged weather comparisonSnow beneath the gate: beforeUnedited packaged v5 capture from the same city-approach camera under a controlled snow fixture. This records the underside defect before the repair.
The repaired isolated sample keeps the wooden gate underside dark while exposed steps retain snow.
8 October 2026 · Packaged weather comparisonSnow beneath the gate: afterUnedited packaged v6 capture from the same city-approach camera under a controlled snow fixture. The three recorded underside faces are clear in this view; exposed steps remain snowy. This is a bounded sample check, not full-map or hands-on acceptance.
Weathered stone blocks and worn paving around San d’Oria’s original wooden gate and heraldic plaques.
8 October 2026 · Packaged material sampleAged masonry in the editable gate sampleUnedited 8 October capture from the isolated packaged sample, under controlled daylight inspection lighting. Original aged surface materials cover retained source geometry. The sample passed automated route checks; this is not full regional rollout or owner acceptance.
An Elvaan character stands before the gate in the aged-material sample, with grey stone walls and an earthy path.
8 October 2026 · Packaged sample startupThe sample from the player’s starting pointUnedited ordinary startup of the isolated Windows sample, using its real configured character, unchanged PlayerStart and saved daylight lighting. This 1600×900 capture verifies startup presentation, not hands-on walking, production login or a completed regional map.
Krispy stands on a narrow earthy path between grassy slopes and trees in Ronfaure, with the current interface visible.
7 October 2026 · Hands-on playtestRonfaure: the starting point for the texture upgradeMy unedited 7 October playtest capture. The East–West Ronfaure passage worked during the session. This is the current scenery before the planned region-wide texture upgrade, not an upgraded or fully accepted result.
A narrow blue strip of sky is visible through a joint in the stone wall near the Voidwatch Purveyor in San d’Oria.
7 October 2026 · Hands-on playtestA visible opening beside the city wall jointUnedited playtest evidence from 7 October. The narrow opening in the masonry needs geometry investigation and repair. A new texture alone would not close this gap.
Large triangular sky openings appear beneath stone structures, with grass and masonry intersecting near the character.
7 October 2026 · Hands-on playtestMissing coverage beneath the city exteriorUnedited 7 October playtest capture near the East San d’Oria exterior. Visible openings and intersecting surfaces are part of the repair backlog. This image documents an unresolved defect.
An Elvaan character stands on a stone path facing San d'Oria's fortified gate, with two named NPCs, red banners and the current game interface.
7 October 2026 · Local development sessionThe current San d’Oria sessionWork in progress, 7 October 2026: San d'Oria in a packaged local development session. This capture shows the current character, nearby NPCs and interface; movement fixes are supported by separate controlled checks, and the forest collision investigation is still in progress.
First-person view of San d'Oria's stone gate, grassy verge, red banners and two nearby NPCs, with the current compass and status display.
7 October 2026 · Local development sessionA first-person view of San d’OriaWork in progress, 7 October 2026: the same packaged San d'Oria session viewed in first person. This is a presentation capture, not a demonstration of a completed forest route or a hands-on playtest.
The FINAL FANTASY XI title artwork and five lobby buttons over an Unreal view of San d’Oria
4 October 2026 · InterfaceThe retail-inspired opening returnsAn unedited capture from the 4 October packaged development check. The title uses the familiar retail artwork and button treatment. The character remains visible behind it; the scenic presentation and creation flow are still being refined. This is local development play.
Four imported retail creature models shown from opposing views on a black comparison background
4 October 2026 · Monster studyRecognizable creatures, original silhouettesAn isolated in-engine comparison board from the latest 64-model import batch. Sizes are normalized for inspection. This shows imported textured bodies, not final gameplay scale, combat animation, terrain contact or availability in the live world.
A pale sandy passage between layered rock walls and patches of green vegetation in the imported Valkurm Dunes layout
4 October 2026 · World studyA first look inside Valkurm’s source layoutOriginal terrain and textures rendered in the standalone Valkurm Dunes development map on 4 October. This is a source-layout inspection; safe arrival, walkability, population, connections and packaged gameplay still need checks.
A rope bridge beside rocky terrain and outpost structures in the imported Ghelsba layout, with an unfinished visible boundary beneath
4 October 2026 · World studyGhelsba’s bridge and outpost structuresAn unedited 4 October source-layout capture. The bridge, terrain and structures are visible, along with unfinished boundary geometry. This records import progress and remaining gaps; it is not a finished or connected playable zone.
An Elvaan test character standing outside a stone gateway in San d’Oria, with the solo status display visible
3 October 2026 · WorldA character in San d’OriaCaptured after entering the world in the Windows development build at that checkpoint. “Gatekeeper” is a test character. World connections, movement and the display are still being refined.
The prototype character-selection menu over an in-engine view of San d’Oria and an Elvaan character
3 October 2026 · InterfaceLocal character selectionThe local account and character-entry prototype, using a test character. This is a functional development screen; the intended retail-style presentation, appearance restoration and saved-position entry still need work.
A dark blue prototype title screen reading Vana’diel, A local adventure, with local-play menu controls
3 October 2026 · InterfaceAn earlier local-play starting pointThe starting screen from the same packaged test. It records the entry flow at that checkpoint, not the finished FFXI-style opening or a public launcher.
Grass, flowers and a rocky streambed in the La Theine landscape study
30 September 2026 · LandscapeLa Theine PlateauA wider look at the landscape. Lighting, trees and ground collision are still being worked on.
A close development view of grass, flowers and the rocky bank in La Theine
30 September 2026 · LandscapeA closer look at the groundAn earlier view from the same landscape study, used to inspect the ground and camera framing. Not a before-and-after improvement claim.