Devlog #11 July 2025 — Gathering, Crafting & Fluidity









🌿 Devlog July 2025 — Gathering, Crafting & Fluidity
This month, Wildborn has evolved significantly in terms of feel and interaction.
🧭 Movement and Comfort
Player movement is now more responsive: running activates instantly, and you can cancel a movement mid-way to return to the previous tile.
The camera has been stabilized, making exploration smoother and more pleasant.
🪓 Gathering and Tools
Some resources now require actual work time. A progress bar appears during actions such as cutting branches.
Trees can be harvested with the right tools — for example, a flint axe can be used to cut oak branches.
🌿 New Resources and Crafts
Added nettles, which can be gathered in the wild, and plant fibers crafted from them.
These are used to create the flint axe, an essential early-game tool.
🌊 World and Interface
The player now gets wet when entering water and dries off depending on weather conditions.
Rivers vary in width and frequency based on humidity.
A new visual effect appears when the player is sufficiently immersed, making the feeling of being underwater more tangible.
A crafting interface has been added, and construction and inventory menus have been made clearer and larger.
A placement ghost now turns red when a building can’t be placed on a tile.
🎧 Atmosphere
The first footstep sounds have been added — they change depending on the player’s speed but still need to adapt to terrain.
The character’s appearance also adapts to their state, for example when swimming.
Thanks for reading this month’s devlog 💚
If you’d like to follow the development of Wildborn or chat with the community, join the official Discord server
Get Wildborn
Wildborn
Survival simulation in nature
Status | Prototype |
Author | DanielChassagnez |
Genre | Survival, Simulation |
Tags | 2D, Crafting, Exploration, Open World, Pixel Art, Procedural Generation, Sandbox, Singleplayer |
Languages | English |
More posts
- Devlog #10 - Crafting System, Time Zones, and Visual Feedback98 days ago
- Devlog #9 – Water Temperature, Caching, and UI ImprovementsJun 29, 2025
- Devlog #8 – River Generation, Rain Effects, and Player Death SystemJun 22, 2025
- Devlog #7 - Shelter Systems, Thermal Simulation, and Inventory LimitsJun 15, 2025
- Devlog #6 - Graphics improvements, room detection, natural rivers and save syste...Jun 08, 2025
- Devlog #5 – Biome Expansion, Savanna and TaigaJun 02, 2025
- Devlog #4 – Visual Feedback and WorldbuildingMay 18, 2025
- Devlog #3 – Pixel Art and Visual FeedbackMay 11, 2025
- Devlog #2 – Gameplay Tweaks, UI Improvements and Survival SystemsMay 04, 2025
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