A look at the work.
Actual in-engine captures, dated and explained. These show development progress, not finished areas or a release-ready game.
Select any image to open its unedited 2560 × 1440 capture. Each caption distinguishes packaged screens, isolated creature boards and standalone world studies. Older images remain dated historical references.

Snow beneath the gate: before
Unedited packaged v5 capture from the same city-approach camera under a controlled snow fixture. This records the underside defect before the repair.
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Snow beneath the gate: after
Unedited packaged v6 capture from the same city-approach camera under a controlled snow fixture. The three recorded underside faces are clear in this view; exposed steps remain snowy. This is a bounded sample check, not full-map or hands-on acceptance.
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Aged masonry in the editable gate sample
Unedited 8 October capture from the isolated packaged sample, under controlled daylight inspection lighting. Original aged surface materials cover retained source geometry. The sample passed automated route checks; this is not full regional rollout or owner acceptance.
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The sample from the player’s starting point
Unedited ordinary startup of the isolated Windows sample, using its real configured character, unchanged PlayerStart and saved daylight lighting. This 1600×900 capture verifies startup presentation, not hands-on walking, production login or a completed regional map.
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Ronfaure: the starting point for the texture upgrade
My unedited 7 October playtest capture. The East–West Ronfaure passage worked during the session. This is the current scenery before the planned region-wide texture upgrade, not an upgraded or fully accepted result.
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A visible opening beside the city wall joint
Unedited playtest evidence from 7 October. The narrow opening in the masonry needs geometry investigation and repair. A new texture alone would not close this gap.
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Missing coverage beneath the city exterior
Unedited 7 October playtest capture near the East San d’Oria exterior. Visible openings and intersecting surfaces are part of the repair backlog. This image documents an unresolved defect.
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The current San d’Oria session
Work in progress, 7 October 2026: San d'Oria in a packaged local development session. This capture shows the current character, nearby NPCs and interface; movement fixes are supported by separate controlled checks, and the forest collision investigation is still in progress.
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A first-person view of San d’Oria
Work in progress, 7 October 2026: the same packaged San d'Oria session viewed in first person. This is a presentation capture, not a demonstration of a completed forest route or a hands-on playtest.
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The retail-inspired opening returns
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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Recognizable creatures, original silhouettes
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.
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A first look inside Valkurm’s source layout
Original terrain and textures rendered in the standalone Valkurm Dunes development map on 4 October. This is a source-layout inspection; safe arrival, walkability, population, connections and packaged gameplay still need checks.
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Ghelsba’s bridge and outpost structures
An unedited 4 October source-layout capture. The bridge, terrain and structures are visible, along with unfinished boundary geometry. This records import progress and remaining gaps; it is not a finished or connected playable zone.
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A character in San d’Oria
Captured after entering the world in the Windows development build at that checkpoint. “Gatekeeper” is a test character. World connections, movement and the display are still being refined.
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Local character selection
The local account and character-entry prototype, using a test character. This is a functional development screen; the intended retail-style presentation, appearance restoration and saved-position entry still need work.
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An earlier local-play starting point
The starting screen from the same packaged test. It records the entry flow at that checkpoint, not the finished FFXI-style opening or a public launcher.
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La Theine Plateau
A wider look at the landscape. Lighting, trees and ground collision are still being worked on.
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A closer look at the ground
An earlier view from the same landscape study, used to inspect the ground and camera framing. Not a before-and-after improvement claim.
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