Updates
What changed, what the captures show, and what still needs work.
November 2026
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Getting a repeatable build ready
Recent checks passed for the game build and saved progress. Hands-on playtesting comes next.
Keeping Vana’diel’s familiar look
I’m comparing terrain and foliage while keeping the places you remember recognizable.