Devlog #7 - Shelter Systems, Thermal Simulation, and Inventory Limits






Hi everyone!
This week has been all about improving survival depth in Wildborn. From building better shelters to simulating indoor heat, and adding straw as a harvestable resource, a lot of new systems are now up and running. Here’s a look at everything that’s been added and improved
🧱 Construction & Shelter
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Added a thatch roof to the building menu, requiring branch and straw.
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Implemented a tile coverage system to track whether a tile is protected by a roof.
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Created a branch wall door.
🌡️ Thermal Simulation
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Introduced a dedicated interior temperature for each room, laying the foundation for proper indoor climate simulation.
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Rooms now exchange heat with the outside, based on how well they are covered (walls, roof, door).
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The campfire heats indoor air if placed inside a room and fueled.
🎮 Gameplay & Interactions
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Added a context menu interaction to harvest wheat.
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Harvesting wheat now produces straw, a new material used in building.
🧍♂️ Character & Fatigue
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Created a resting sprite for the player character.
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The sprite updates automatically when the player starts resting.
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Rebalanced physical activity: the player can now walk more before becoming fully exhausted.
💾 Technical Improvements & Refactoring
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Migrated the save system to JSON format, replacing the older BinaryFormatter for improved security and readability.
🎨 UI & Visuals
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Improved the construction menu's visual design, adding a dark background.
✅ Summary
The game now features a functional shelter system and deeper survival mechanics. While these additions mark solid progress, I’m still not fully satisfied with the visual consistency of the new constructions — especially the roof and door visuals — and plan to keep improving them in the coming weeks.
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 #12 september 2025 — Improvements to Weather, Biomes, and World Systems2 days ago
- Devlog #11 July 2025 — Gathering, Crafting & Fluidity18 days ago
- Devlog #10 - Crafting System, Time Zones, and Visual FeedbackJul 06, 2025
- Devlog #9 – Water Temperature, Caching, and UI ImprovementsJun 29, 2025
- Devlog #8 – River Generation, Rain Effects, and Player Death SystemJun 22, 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
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