Devlog #1 — First week published on itch.io
Hi everyone.
This week has been intense for the development of this Neolithic Survival Game, with lots of new features and improvements. Here’s a quick summary of what’s been accomplished:
Gameplay Improvements
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Rain management: I adjusted how quickly the player gets soaked. Previously, even light rain would make the player soaking wet very quickly, which was unfair for survival.
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Fatigue and sleep: A new need has been introduced! Lack of sleep now makes actions more exhausting. In the future, I also plan for longer tasks like construction to slow down if the player is tired.
Technical Optimizations
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In-game time fix: Weather now depends on in-game time rather than real-world time.
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Biome improvements: I refined biome generation and created a function to estimate the proportion of each biome across the map.
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Tree spawning fix: Trees no longer spawn on ocean tiles.
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Cloud calculation: Changed the random cloud factor to additive instead of multiplicative, making weather variations feel more natural.
Construction System Progress
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New construction mechanic: Inspired by RimWorld, construction now requires a work amount instead of a simple countdown. This opens the door for interesting gameplay features (such as work speed affected by sleep, temperature, and more).
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Pause/Resume construction: You can now suspend a construction project and resume it later.
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New materials: Added the branch as a rarer resource than the stick, and introduced the woven branch wall, requiring 6 branches. Walls now physically block movement on the map.
Foundations for Future Features
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WorldEntity
class: I created a solid foundation for managing all world entities. -
Preparing for tree harvesting: In the future, players will be able to cut branches directly from trees using tools.
And
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First release on itch.io!
The project is finally available publicly. Next step: improving the visual aspect to attract the first players.
Thanks for reading this first devlog!
See you soon for more updates!
Files
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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 Feedback66 days ago
- Devlog #9 – Water Temperature, Caching, and UI Improvements72 days ago
- Devlog #8 – River Generation, Rain Effects, and Player Death System79 days ago
- Devlog #7 - Shelter Systems, Thermal Simulation, and Inventory Limits86 days ago
- Devlog #6 - Graphics improvements, room detection, natural rivers and save syste...93 days ago
- Devlog #5 – Biome Expansion, Savanna and Taiga99 days ago
- 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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