Dev updates

What changed
in the builds

Short notes from the work as it happens. Longer stories go in the devlog.

  • DustHaul09
  • Kin Clash02
  • Scratch & Hustle01
  • Rise FC02

All updates

DustHaul

Rocks, take two

We are testing a new rock set built from scanned surface materials and broken blocks. The goal is canyon walls that hold up at two metres, not only from the road.

Close view of red sandstone blocks with broken edges
DustHaul

On foot first

The on-foot loop runs in our test scenes: pickaxe, shovel and hammer, a portable workbench, a tent, and a shelter that is still standing after you save and reload. Tool animations are placeholders for now.

DustHaul

The excavator, rebuilt

Our first excavator looked like a toy. It now has real 14 tonne proportions, a welded boom, paired hydraulic cylinders and an operator cab. The full story is in the devlog.

Read the devlog post
The rebuilt excavator on a dusty plain
DustHaul

Ore, scrap and stone across the map

Resources are now placed across the whole 2 km map. Common finds sit close to camp, and the rare clusters are further out, where the trip costs fuel and water.

Low sun over a plain of red trees, the horizon hazy
DustHaul

Scope locked for convoy co-op

We froze the design for the first milestone: co-op for 1 to 8 players, servers hosted by players, no PvP. Sixteen design documents were brought in line, and 47 contradictions between them were settled.

DustHaul

New name: DustHaul Convoy

The game began as a survival game about junk cars. It is now a co-op game about building a convoy with your friends, so the name changed with it.

DustHaul

Fuel and load on one gauge

Fuel and load now sit in the lower ring of the amber gauge, so you read speed, weight and range at a glance. It stays legible from 1080p up to ultrawide.

Amber gauge cluster showing speed, gear, load and fuel
DustHaul

Glass you can see through

Every vehicle now has a modelled interior and a driver in the seat. The glass carries dust, streaks, water spots and the arc of the wipers.

A teal hatchback with a spiderweb-cracked windscreen on dry, cracked ground
DustHaul

Driving that holds the road

Our driving test track went from 7 passes out of 19 to all 19. We reworked steering lock at speed, tyre grip and braking, so heavy rigs turn late but stay on the road.

Rusted red pickup with a light bar on a salt flat
Scratch & Hustle

Kör Talih goes online

The Kör Talih table now plays online, with room setup and an end-of-match window. Emote buttons got bigger for Arabic.

Rise FC

A broadcast-style match

Matches now play out in 3D in a stadium with five build levels, with camera cuts and replays. The seeded engine still decides the result, so the picture never changes the score.

Phone screen: a 3D match from the broadcast camera
Kin Clash

1,600 creatures, all rigged

Every one of the 1,600 creatures in Kin Clash now has a rig, so each of them can move on the 3D duel table.

Dragon arena lit red, two creatures facing off
Rise FC

Every town on the map

You can found your club in any of 81,595 towns, with local spellings in sixteen languages. New clubs start in their city's amateur league.

Phone screen: world map with Turkey selected
Kin Clash

A duel table in 3D

The first Kin Clash prototype seats two players at a 3D table in a volcano arena, with the card system and effects running.

A duel on the 3D table in the fire arena

Newsletter

Workshop notes, once a month.

What we built, what broke, and what is next. No spam, unsubscribe in one click.

By subscribing you agree to our privacy policy.