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June 2026

Building the Open World

This month we focused on terrain generation and biome transitions. Our procedural system now blends between six distinct biomes — from the frosted Ironmane Ridge to the golden meadows of Dawnhollow Valley — without visible seams. We also rebuilt our LOD system to handle draw distances of up to 8km without frame drops. It's been a grind, but the results are stunning.

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May 2026

Horse AI & Animation Overhaul

We completely rewrote the horse behaviour system this month. Horses now react to terrain, weather, and nearby wildlife. Our animation team recorded real equestrian gaits to build a procedural motion system that blends walk, trot, canter, and gallop based on speed, slope, and stamina. The difference is night and day — they finally feel alive.

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April 2026

Multiplayer Infrastructure

The networking team hit a major milestone: seamless multiplayer sessions with up to 16 riders in a shared instance. We moved from a client-server model to a hybrid mesh that keeps latency under 60ms for most players. We also prototyped the riding party system — you can now invite friends, share waypoints, and synchronise camp locations. Alpha testers will be the first to try it.

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March 2026

The Sound of Dawnmere

Our audio director spent two weeks in the Scottish Highlands field-recording wind, water, birdsong, and hoofbeats on different surfaces. Those recordings are now feeding into our dynamic audio engine, which layers ambient sound based on biome, time of day, and weather. We also composed three new exploration themes — each tied to a specific region of the map. We can't wait for you to hear them.

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February 2026

Studio Update: Growing the Team

Big news — we've welcomed four new team members this month. Two environment artists, a narrative designer, and a QA lead. The studio is now 18 strong. With the expanded team, we're confident we can hit our internal milestone for the first closed alpha test this summer. More details coming soon.

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