Devlog #4 – Visual Feedback and Worldbuilding






Hello everyone!
This week, I’ve made solid progress on Wildborne, with both visual improvements and small gameplay tweaks. Here’s a recap of what’s new:
🎨 More immersive visuals
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The player character now visually reacts to body temperature. For example, if it’s hot, the character appears to sweat. If it’s cold, they’ll cross their arms and hunch slightly. This lets players see how their character is feeling without needing menus — it’s all in the pixel art.
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I also added a shadow under the player, which helps ground the character more naturally in the world.
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On the environment side, I’ve created new visuals for the steppe and cold desert biomes, including a unique tree specific to the steppe biome. This helps give each region its own identity, and I plan to continue developing biome-specific visuals.
Visuals :


🌱 Small gameplay improvements
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You can no longer place multiple construction blueprints on the same tile.
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Now, only required materials show the “add” option when interacting with a blueprint, making construction more intuitive.
Thanks for reading! More to come soon.
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 Feedback60 days ago
- Devlog #9 – Water Temperature, Caching, and UI Improvements67 days ago
- Devlog #8 – River Generation, Rain Effects, and Player Death System74 days ago
- Devlog #7 - Shelter Systems, Thermal Simulation, and Inventory Limits81 days ago
- Devlog #6 - Graphics improvements, room detection, natural rivers and save syste...88 days ago
- Devlog #5 – Biome Expansion, Savanna and Taiga94 days ago
- Devlog #3 – Pixel Art and Visual FeedbackMay 11, 2025
- Devlog #2 – Gameplay Tweaks, UI Improvements and Survival SystemsMay 04, 2025
- Devlog #1 — First week published on itch.ioApr 27, 2025
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