VanaUnrealDevelopment journal
Development journal

Updates

What changed, what the captures show, and what still needs work.

November 2026

October 2026

18 October 2026

San d’Oria progress: quests, Trusts and the first-region rebuild

More quest interactions, original guild events and Trust presentation are coming together in development builds. The East gate approach has a reviewed modelling repair, while the first region still needs its remaining construction, integration and complete-session playtests.

Development update + first-region progress
16 October 2026

Building a dependable adventure: crafting, combat and Trust progress

Progress for 14–16 October: sixteen-second crafting, saved guild ranks and San d’Oria guild shops, Home Point warps, ammunition fixes, magic bursts and an early Trust foundation. I explain what has passed, the remaining problems and the work still ahead.

Development update + patch notes
12 October 2026

Southern San d’Oria comes together: characters, motion and the HD rebuild

The first Southern construction scene is assembled, modular equipment is visible in an Unreal character candidate, and measured plans now guide animation and HD materials. Here is the progress since the last update, what the images show and what still needs work.

World rebuild + characters + HD progress
11 October 2026

Working doors, walkable stairs and livelier towns

The San d’Oria building study now has tested door interactions and continuous stair traversal. Town walking routes, creature behavior and an original Bronze Greataxe have also moved forward. Here is what has passed, what the capture shows and what still needs a packaged and personal playtest.

Development update + gameplay progress
9 October 2026

San d’Oria’s streets take shape

I have expanded the editable city prototype to ten building assemblies with 80 framed window openings and repaired a sharp grass-to-rock cutoff in a Ronfaure terrain sample. Here is what the checks show, what the new capture demonstrates and what still needs a packaged and personal playtest.

Development update + world progress
7 October 2026

PlayTest: repairing the world and upgrading every texture

The recorded collision case and a small missing floor surface have tested repairs. My first editable gate-to-Ronfaure sample now uses aged stone and worn ground, with an isolated packaged retest. The full San d’Oria and Ronfaure texture upgrade remains ahead.

PlayTest Dev Blog + forward plan
7 October 2026

More dependable movement, closer to a playable world

I have tightened movement, checked another packaged local session and traced two Ronfaure obstructions back to the collision geometry. Here is what has passed, what remains under investigation and what I still need to playtest.

Development update + patch notes
4 October 2026

A familiar beginning, a larger world

The retail-style opening and character selection are taking shape, recognizable monsters are in the test roster, and the world library is growing. Here is the consolidated October checkpoint, its patch notes and the work still ahead.

Development update + patch notes
3 October 2026

Tracing a gap in Ronfaure’s river

A small missing piece of original geometry explains two failed contact checks. A staged repair is helping me separate appearance from gameplay.

World
3 October 2026

Bringing the familiar interface into focus

Retail-style menus, live text and status-icon help are coming together. The next pass is about fit, readability and feel.

Interface
3 October 2026

From character entry to a testable build

The latest internal package passed its save, reload and spell checks. The next milestone is a dependable session played from start to finish.

Gameplay
2 October 2026

Making the world solid underfoot

The landscape is only part of the work. I’m checking how characters meet the ground and move through it.

World
2 October 2026

Getting a repeatable build ready

Recent checks passed for the game build and saved progress. Hands-on playtesting comes next.

Development
2 October 2026

Keeping Vana’diel’s familiar look

I’m comparing terrain and foliage while keeping the places you remember recognizable.

Visuals