Notes from the workshop
Dated, honest entries as Vexalia gets built, bugs and all. Subscribe via RSS.
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The starters become themselves
All 31 creatures get a resolution upgrade in one sweep, and the entire human cast gets elbows, real knees, and faces that finally look like themselves.
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The prologue plays start to finish
Real cutscenes, a hold-to-skip you can trust, and our full opening act playable from morning one to the last night (no spoilers here).
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Ordinary life moves into the valley
Sheep, hens, and a hunting loop arrive, plus the first real version number quietly stamped in the corner of the menu.
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The prologue learns to count its days
We read the best document this project has produced, then rebuilt sleep itself so the story could be told one real day at a time.
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The weekend, and the great dash purge
The most important day of the prologue lands (we're not spoiling it), and we finally admit we'd been breaking our own house rule 447 times.
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The wolf gets its own skin, and the team grows to fifteen desks
The treehouse wolf finally sheds its borrowed body, and two new roles join the studio: a compositor and a dispatcher who reads everyone's mail.
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Walls that know which side you're on
A black cube appears in the town square, dollhouse walls learn to hide from every angle, and the studio grows to thirteen roles.
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A wolf at the treehouse
The first real fight in Vexalia isn't a spar, it's a defense, and the companions finally got their arms back.
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The satchel morning
Eight screening rounds in one day to make a home feel like a home, right down to a bag that shouldn't be near an exit.
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The Cradle becomes a real village
The street was literally flying, four meters off the ground, because of one default Unity raycast setting.
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Dungeons, runes, and the stone town
After a three-day break: creature legs finally move on their own, and the tamer's bond shows up on the body for the first time.
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The mirror finally reflects
The character mirror had been rendering pitch black since the day we built it, and we nearly lost a save file finding out why.
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The living world, and the first trailer
Weather, day and night, three training minigames, and a 63-second trailer we cut from our own recordings.
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The day the world got big
The world map grew four times in one sitting, and we finally figured out why our NPCs didn't look human.
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First playable, and the voxel pivot
We threw away two AI-generated creature models for one honest reason: fusion needs parts, not a smooth mesh.
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The project is born
Three days of pure code and no screenshots: the lore, the elemental chemistry, the combat engine, before anything had a shape.
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