World connections and ground
I’m repairing the collision traps and wall openings from my playtest, then retexturing the whole current regional map while keeping its familiar style.
A familiar world, rebuilt in Unreal Engine.
Follow the places, gameplay and stories taking shape—and the work still ahead.


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.
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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.
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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.
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An 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.
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An 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.
Open full-resolution image ↗I’m repairing the collision traps and wall openings from my playtest, then retexturing the whole current regional map while keeping its familiar style.
My playtest exposed control, camera, targeting and menu problems. I’m working through those reports alongside the remaining interface details.
I’m repairing combat presentation, audio, weather and safe entry, then returning to the same routes in a fresh packaged playtest.
Build on the local-play foundation, then prepare a player-hosted co-op prototype for 2–4 invited testers. Co-op and tester access are planned; neither is available yet.