- Development Update 11.09.2026 - 11 September 2026
Hello everyone, welcome to this week's progress report.Level: This week, we concluded our initial set dressing pass for the Desert and moved on to the hills around the Alpha Camp. The Pillar Region is progressing as well, but takes more time due to the density of assets in that area. We made some improvements to the scattered foliage on the ground for a more detailed look. Our Level Designer together with our Quest Designers is continuing with the task of adding a ton of content for exploration and quests. 3D art is finished implementing all of the assets and props from the Yterra tileset and will focus on areas like the newly established Tutorial/Game-start space.Code: This week, we invested some more time into optimizing the save game snapshot, which has been reduced to ~20ms and is barely noticeable anymore. We also started the process of overhauling the visual look of the story mode…
- The Road to Wild Life 1.0 + Dev Update - 4 September 2026
The Road to Wild Life 1.0Hey everyone,We want to give you a clear overview of what is happening over the coming months as we approach the release of Wild Life 1.0 on February 8, 2027.February 8 is not a tentative or placeholder date. It is the confident and determined release goal our entire team is working toward. Everyone on the team is giving their best to deliver the strongest possible 1.0, and we are incredibly excited to finally share the result with all of you.What happens nextThis Week: First overhaul of our Steam page, this steampage will continue to evolve during the next couple of months End of September / early October: Wild Life reaches content completeOctober onward: Full transition into polishing and optimizationEarly December: Final gameplay trailer and our final visual overhaul of the Steam pageFebruary 8, 2027: Release of Wild Life 1.0The current DEMO will be removedTh…
- Development Update 28.08.2026 - 28 August 2026
Hello everyone, welcome to this week's progress report.Level: We have been working on implementing a new batch of final assets, mainly for the Yterra ship region while also working on a nice detailing pass for the Pillar region. We are adding in the new Pirate Cove Island location and traversal options for Maya's Blade Questline, as well.Code: This week, we started improving our save system to ideally get rid of any lag spikes. When the system was first implemented, the hitch caused by a save was pretty small, but as the story world grew and more and more things needed to be saved, this hitch quickly grew into a stall of now over 2 seconds. This is unsustainable especially because we want to significantly increase the frequency of auto saves. The Sandbox has received a new feature to make working with frequently used external content easier: the Asset Library! The game will now automati…
- Development Update 21.08.2026 - 21 August 2026
Hello everyone, welcome to this week's progress report. Level: This week, we continued our efforts to implement additional unique quest locations, as well as a new tutorial area located on the Wildfire ship. We also updated our tools based on feedback from our Level Artists, with the goal of speeding up our set dressing process. On the 3D side of things, we implemented the next batch of meshes, including new foliage assets and additional props for Yterra.Code: This week, we finished setting up the nav mesh parameters. We also implemented a fail-safe mechanic that forces NPCs back on the nav mesh if they end up off of it. On the sandbox side, a few small additions have been made: The speech bubble prop now has an additional value to let the text component glow. In the character customizer, the toggle to always use the sex version of the clothes has been replaced with a dropdown that addi…
- Development Update 14.08.2026 - 14 August 2026
Hello everyone, welcome to this week's progress report.Level: Over the course of this week, we worked on several quest locations ranging from small to medium, creating interesting encounters. On the other side of the Environment, we worked on bringing the Pillar Region ground areas to the next level with more scattered assets. While that is happening, we are reviewing and improving our PCG tools to speed up that process and our 3D artists are hard at work implementing and creating additional final assets.Code: This week, we started working on properly setting up the parameters for the nav mesh. This includes setting up different navigation agents, so differently sized NPCs can better traverse the world, as well as tweaking the resolution to balance precision and generation cost, and finding ways to mask areas that are irrelevant for navigation.In the sandbox, the way you access your sce…
- Development Update 07.08.2026 - 7 August 2026
Hello everyone, welcome to this week's progress report.Level: During this week in the environment department, we continued to implement finalized assets for Yterra’s interior and exterior. On the level design side, we worked on various quest locations and cleaning up problematic areas for player traversal in the Pillar Region. Additionally, we started to work on increasing the details of our riverbeds and paths in the world.Code: This week, we finished implementing the camera improvements. We also implemented an optimization for characters, which reduces the performance impact of simpler characters like enemies and ambient creatures. On the sandbox side, a couple of small additions and improvements have been implemented: The voxel world prop now supports custom meshes as mesh stamps as well as custom images as brush masks. Poses now have additional multiplier values for changing the len…
- Development Update 31.07.2026 - 31 July 2026
Hello everyone, welcome to this week's progress report.Level: This week, we continued implementing the final assets for Yterra and fixed various issues related to the location using those assets. We also updated the ground material and removed the biome-based paint layer restrictions, giving artists more freedom to use landscape layers across the entire map. Additionally, we improved the transitions between landscape layers by introducing height blending.Code: This week, we continued working on the camera improvements. We changed a lot of the camera handling code to allow for smooth transitions between the different camera modes. We also removed the camera adjustments while holding Alt in story mode, so Alt can be used for aiming, which feels much more natural compared to the previous default Tab. Camera zoom can still be adjusted by simply scrolling the mouse wheel.All major areas now…
- Development Update 24.07.2026 - 24 July 2026
Hello everyone, welcome to this week's progress report. Most of the team is back from their summer vacation and has resumed work.Level: A big pack of Yterra ship interior meshes is complete and we are currently working on implementing those into the game. We are also working on detailing the caves of Kerpal with interesting locations and details.Code: This week, we started improving the story mode gameplay camera. The goal is for the camera to be smoother, and have better, context sensitive behaviour.We also noticed that our save system didn't properly support actors in data layers, which resulted in some of them disappearing (e.g. the fish supplies), and have spent some time to resolve that.On the audio side, we implemented a whole range of new music tracks for various areas in the game, as well as new main menu music. The combat has also received a bunch of new SFX.In the sandbox, a l…
- Development Update 03.07.2026 - 3 July 2026
Hello everyone, welcome to this week's progress report. Level: During this week, we continued working on the jungle in the Pillar Region, adjusting the landscape mesh to improve playability and creating various asset assemblies to place throughout the region. On the Level Design side, we finished the blockout of Umbar and fixed the small issues caused by moving elements around to better fit the planned quests. In parallel to that, we continued finishing the remaining foliage assets and implementing the assets for the Yterra shipwreck.Code: This week, we made some tweaks to NPC comments, as well as resolved several issues with compass markers, including the markers flickering whenever they were updated. We also resolved ranged weapon reload getting cancelled when stopping aiming.Character: We have been working on making first blockout versions of low-res NPC models for humanoids this wee…
- Development Update 26.06.2026 - 26 June 2026
Hello everyone, welcome to this week's progress report. Level: In the level department, we have adjusted the landscape in and around Umbar, added water features and POIs, removed some buggy areas, added terraces and gardens, and overall finalized the layout and blockout of the area. Code: This week, we implemented a system to prevent visual conflicts between one-shot animations (like item use animations) and drawn weapons. We also made some minor improvements, like showing the status display for a few seconds when hitting an enemy in the distance, and we tweaked how ancestor shrines apply their bonuses, which now increase your base attributes, so resetting your attributes will keep those bonuses.The sex toy integration improvements have made good progress - There is a new option in the sex toy settings screen to use animation position estimation, which first analyses the current sex ani…
- Development Update 19.06.2026 - 19 June 2026
Hello everyone, welcome to this week's progress report.Level: We started work on several areas, including the Pillar Region, its ground area, and the roots surrounding it, as well as the Yterra wreck, bringing these locations one step closer to their final state. In parallel to that, we started adjusting the Umbar layout to better fit its quests and optimize the distance between important spaces within Umbar.Code: This week, we adjusted the leveling system, so Maya will silently receive experience before chapter 3 if Max has reached the same level as her starting level. Maya will start at level 25 with knowledge points already invested into attributes and perks. In the same stroke, we implemented a perk and attribute reset feature, allowing you to spend your knowledge points on different perks/attributes. We also started working on an improved toy integration that more closely matches t…
- Wild Life 1.0: Release Date, Cinematic Trailer, and more - 29 May 2026
Hi everyone,Today is a huge milestone for Wild Life.After a long journey of development, rebuilding, improving, polishing, and growing together with this community, we are finally ready to share one of the most important updates in Wild Life’s history.Today, we are announcing:The official Wild Life 1.0 release dateOur new cinematic trailerThe first Wild Life x Kiiroo collaboration toysWhat you can expect from our release roadmap at the end of JuneWild Life RELEASE DATEThis is a huge moment for the whole team.Over the past months, everyone has been working extremely hard toward this point. Our goal was not just to pick a date, but to reach a moment where we, as a team, could fully commit to a release date we believe in.A date that feels realistic. A date that we are confident in. A date that gives us the focus and motivation to push through the final period before release with everything…
- Development Update 22.05.2026 - 22 May 2026
Hello everyone, welcome to this week's progress report.Level: This week, we continued implementing assets into the project and fixing issues that some of the assets still have. In parallel to that, we worked on improving player traversal, enhancing wayfinding between locations, and continued adding more POIs to the world map.Code: This week, we implemented a few controller-centric settings like a camera auto follow and a camera sensitivity factor while aiming. We also started profiling our characters for further optimizations. In the sandbox, we worked on more functionality for the voxel terrain editing tools, adding mesh stamps and brush masks. Additionally, we are currently working on a system to create custom materials which can be used in the painting mode, as well as shortcuts for various common changes like brush radius, fall-off, and strength. Character: In the character departme…
- Development Update 15.05.2026 - 15 May 2026
Hello everyone, welcome to this week's progress report.Level: During this week, we slowly moved out of the blockout stage for the shipwreck of Yterra toward final assets, while our 3D artists are almost done polishing the assets for the lizard faction architecture. On the other side of Kerpal, we updated the Sky Village lighting, while Level Design continued working on various locations between villages and major points of interest. Code: This week, we tweaked the controller input layout, as well as separated the quick item slots into two different sets, one for consumables, and the other for equippables like weapons, ammo, and armor. On the sandbox side of things, we are currently experimenting with voxel based terrain editing tools. Some basic features such as sculpting, smoothing, flattening, painting, undo/redo, and saving/loading have already been implemented into the sandbox with…
- Development Update 08.05.2026 - 8 May 2026
Hello everyone, welcome to this week's progress report.Level: Over the course of this week, blockouts for several mini locations were finished and are now waiting to be polished by one of our environment artists. These locations include several bandit camps of varying complexity, as well as one of our underwater locations near Pearl Village. One of our major environment projects, the World Tree, is now in-project in all its glory as part of our efforts to finalize our foliage meshes. In parallel to that, our 3D artists continued polishing and implementing the final assets for the lizard faction architecture, while the foliage assets are almost ready for implementation.Code: This week, we tweaked the routine system to allow patrolling NPCs to do partner interactions. This will primarily be used for the Party Temple in Umbar. On the UI side, a lot of small tweaks have been made like showi…
- Development Update 24.04.2026 - 24 April 2026
Hello everyone, welcome to this week's progress report.Level: During this week, we continued to work on the large tasks, namely finishing all foliage assets and their implementation. With them being imported into the engine, we updated some aspects of our landscape material to improve the transition between different textures, in preparation for updating the Umbar Forest and the Pillar Region jungle. We also continued working on mini-location bandit camps and started polishing paths and roads to feel more integrated into the landscape. Our 3D artists also continued to implement more finished assets for Apoc and Adûn.Code: This week, we worked on overhauling the dialogue camera system to ensure characters are properly in frame. In the sandbox, some improvements for text rendering have been implemented, for example, UI Texts and Speech Bubble props now have a new option to load external f…
- Development Update 17.04.2026 - 17 April 2026
Hello everyone, welcome to this week's (together with the last couple of weeks) progress report. Level: The level department worked on several areas of the world map, including the location of the world tree, which was updated, and we are now working on completing the hero asset. In parallel to that, we worked on several mini locations around the map, which include bandit camps and underwater caves. On the 3D art side, destroyed assets for the Lizard faction areas were produced, and all of the underwater foliage was finished, which brings us a step closer to finishing all foliage in the game.Code: We have changed how ranged weapons are being used. Before, we had a hybrid approach between explicitly holding a ranged weapon and a quick aim feature. This caused problems (e.g. not being able to block or do melee attacks if a ranged weapon is held), so we decided to not allow explicitly hold…
- Development Update 13.03.2026 - 13 March 2026
Hello everyone, welcome to this week's progress report. Level: Work on the World Tree continues, as we finished the rough blockout of the gameplay areas and are now moving towards building the tree and its surroundings with more detailed assets, while also producing the assets needed for the tree itself. In parallel to that, we cleaned up some areas that broke after adding and updating the modular tilesets. We also continued work on interactive objects and gave assets like the grappling hook points an updated look. With the incoming foliage assets, we added a temporary wind solution to the material of the finished plants.Code: This week, we continued working on combat effects, as well as improving the swimming behaviour. We also worked on a bunch of UI screens, mainly to make them gamepad compatible. Most of the game and its menus should now be fully playable on controller, excluding th…
- Development Update 06.03.2026 - 6 March 2026
Hello everyone, welcome to this week's progress report. This week, the team was plagued by a flu outbreak and many have been out of order for a few days. With that being said, here is what we did manage to work on this week:Level: During this week, we got additional hands on deck for the Level department in the form of a new Level Designer. The first task to tackle will be the area around the World Tree, which needs a redesign to fit the planned quest content for the area. Additionally, we experimented with eroded slopes along the sides of paths and rivers, while also producing more flavor assets for the environment, such as bone piles.Code: This week, we started implementing more and better combat effects and worked on the skin/fur customization, mainly fixing bugs for existing systems like the tattoo system and the dirt feature. On the UI side, Level ups have received a dedicated UI e…
- Development Update 27.02.2026 - 27 February 2026
Hello everyone, welcome to this week's progress report. Level: This week, we have implemented roads and paths all around the world map and are currently working on the Pillar Region and Apoc. At the same time, work on the final foliage assets continues. We also implemented underwater post-processing volumes for Lake Village and the shrine mini-location assets have been concluded. Code: This week, we finished implementing all unlockable perks as well as resolving several smaller issues.Character: Work on the various outfits continues, the ancient armor set is finished and ready for rigging and engine implementation. We also added another quick sandbox outfit to the tasklist, a more casual modest wear for females that we think many people will appreciate :) Work on weapon models is also well underway.Animations: On the animation side, we have mostly been supporting the quest designers, bu…