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Cowboy Life Simulator News

DEVLOG #17 – OPTIMIZATION

[h2]Howdy, partners![/h2]

Every game starts rough. At first, we’re focused on gameplay and visuals, not performance. It’s all prototypes, heavy assets, wild ideas… and suddenly, it’s running at 15 FPS. Yep, we’ve been there too. But now we’re on a mission to hit 60.

We optimize two big areas: CPU, meaning game logic, collisions, movement, AI, and GPU, so everything visual.

Optimization means finding smarter ways to do things and cutting what’s too heavy.


[h3]Farewell, Nanite[/h3]

Early on, we were thrilled about Nanite, Unreal Engine 5’s fancy rendering tech that lets you use ultra-detailed models. But as our world filled up, problems piled on: stutters, memory spikes, performance dips... We ran a ton of tests and eventually accepted the truth: Nanite just wasn’t the right fit for our game.

So we cut it. Maybe we’ll get back to it in our next game? It worked wonders in Expedition 33, but our guess is that projects really need a Nanite-oriented approach from the get-go.




Nanite triangle visualisation of the main street in our town, Bravestand.
Anything black is not nanite – the colorful ones are. You can see how the triangles change when you get closer.



💡further reading: "What is Nanite?"



[h3]Draw Calls, LODs, and Distant Tree Drama[/h3]

In an open world, managing draw calls is crucial. Each one is a command to the GPU to render something. We fight the flood with mesh instancing, meaning 100 identical trees are grouped together under a single draw call, and HLODs (Hierarchical Level of Detail), which simplify faraway stuff into chunky geometry.

We also rely heavily on LODssimpler versions of objects used at a distance. Auto-generated ones usually work, but Unreal struggles with things like trees, often dropping entire branches. Our artist is currently handcrafting tree LODs to fix that.




Visualisation of the changing LODs of the train tracks and nature around them.




Visualisation of the density of the triangles in certain spots.


💡further reading: "Polycount, Optimization and Draw Calls"



[h3]Lighting on a Leash[/h3]


We use fully dynamic lighting, which looks great but hits performance hard. Most games bake lighting (pre-render it), but we wanted a real-time sun, beautiful mornings, and picturesque sunsets.

To keep it manageable, we reduced light precision and added a graphics setting so players can choose how often the sun moves to best suit the might of their machines.




Visualisation of lighting of a scene, in this case the town of Bravestand from a different angle.
The orange blobs signify overlaps of light coming from different light sources, which is more costly performance-wise.



💡further reading: "Lighting the Environment"



[h3]CPU: Simpler Collisions, Smarter Code[/h3]


First target? Collisions. And by collisions, we don’t mean just bumping into stuff – this concept includes overlaps and big trigger volumes: checking if animals are in their homes and if NPCs are at a certain location.

We simplified them to spheres, capsules, and boxes – as little complex shapes as possible. Most moving objects either have no real collision, or we fake it. Why? Because checking for hits and overlaps constantly drains CPU.




Visualisation of the collisions of different objects at the Saloon in town.
The bottles, for example, have spherical collisions.



💡further reading: "How to Optimize Collision Performance"



[h3]Data Loads and Animal AI[/h3]


Our world runs on big databases for animals, plants, and buildings. And in the case of buildings, every single module is a separate entry, and some buildings have dozens of modules! Pulling data was slow, but our backend dev sprinkled some magic and sped things up — though it’s still a work in progress.

We’re also refining NPCs and animals, which are complex due to animation, AI, collisions, and skeletal meshes. For example, animals and characters have 5fps animations when you’re not looking. ;)

We keep tweaking their behavior logic to make them smarter and leaner.
To track what’s slowing us down, we use the Unreal Insights tool.




Our main investigation tool for diving deep into optimization issues – the Unreal Insights graph.


DEVLOG #16 – GAME LOOP

[h2]Howdy, partners![/h2]

Cowboy Life is a game where time matters. Days and weeks pass, and each morning brings a new mix of farming chores, crafting, exploring, and wild west trouble.


[h3]Daily Routine[/h3]

Most days start on your farm. You’ll water crops, feed animals, and do all the work needed to keep things growing. It’s not just for fun, you and your animals need food!

But farming isn’t only for survival. The townsfolk will send requests and orders, and to fulfill them, you’ll need to produce more advanced items. That means upgrading your farm, building new workstations, and gathering resources like wood, clay, and stone. Later on, you’ll explore mines to collect metal ores, too.

Crafting takes time at first, but later on (in the full version of the game) you will be able to hire workers to help out. So don’t just stand around waiting – use that time to handle other tasks. There's always something to do on the farm!

The requests come through the mailbox, so check your mail every morning!





[h3]Neighbors & Quests[/h3]

The nearby town, Bravestand, is full of unique characters – each with their own story, habits, and problems. Some want help. Some want change. All of them are part of a bigger mystery involving drought, bandits, and something strange going on in the hills:

you’ll take on quests, investigate, duel, deliver goods, search for legendary items, and uncover secrets.


Talking to people and learning their routines will help a lot – some NPCs only appear in certain places at certain times.

They will go about their days with or without your help and even initiate meetings on their own. Missed one? You’ll have to track them down and reschedule.

And we have even more NPC-related mechanics planned for the future, such as gifting and relationship-building!





[h3]The World [/h3]

Exploration is important too. While waiting for the craft to finish or an NPC to return from whatever trip they embarked upon, you can head out into the world.

The map isn’t huge, but it’s open, and packed with beautiful, distinct locations, secrets, and treasure chests. Some may be locked, and the keys are often tied to story progress, so exploration and quests go hand in hand!

Just be careful – some areas are full of bandits. Bring a weapon, and if possible, upgrade it. Weapon upgrades cost money, so maybe it’s time to fulfil another job... But wait! You’ll need bricks for that, which means upgrading your stone workshop... which means chopping wood... which means…





[h3]Back to the Axe[/h3]

In the end, it always circles back to the basics:

- gathering
- crafting
- building
- surviving


[h3]That’s the loop! [/h3]
And here’s always so much more waiting to be discovered.

See you out there, cowboy. Yeah, and don’t forget to check that mailbox.



So what do you think? Don’t hesitate to reach out, comment, suggest, or share a laugh! Follow us and shoot us a message at our Instagram – @odd.qubit. We’d also love to have you over on our growing Discord server – here’s the [link].


Happy trails, friend.
[h2]Wishlist “Cowboy Life Simulator” today![/h2]

DEVLOG #15 – CHARACTERS

[h2]Howdy, partners![/h2]

Hello, friends! Thank you so much for appreciating our last devlog on reworked progression! Today’s topic is… characters!

What makes a game like Stardew Valley so cozy and familiar? The characters! The ones we trade with, the ones we get to know and explore their world. It’s a big deal for us while working on “Cowboy Life”, making our characters likeable and memorable.






[h3]1. Shaping a concept[/h3]


Before adding any character, we define their traits and motivations and link them with others and the protagonist meaningfully.

Instead of simple stereotypes, our characters have conflicting traits, and hidden secrets that the player can uncover.

Some of them will go through a lot, trying to find their own role in the world, learning and proving themselves worthy, but will emerge stronger and happier because of players' actions.

Like in classic Disney’s films, our characters have meaningful names: some of them reflect the character’s personality, others – their occupation or behavior. Some names even reference real-life historical figures, likeour town architect, Frank Lloyd.



[h3]2. How our NPCs affect (and are affected by) gameplay[/h3]


– Engaging NPC routines

Your neighbors like to have a drink or a round of cards at the Saloon in the evening, they go to church on Sundays, or visit their favorite spots in the wilderness in their free time… Just like real people do!





– Part of the bigger picture

In small communities, word spreads fast.

If you complete a quest for one character, their best friend will know about it,
and if you do something that benefits everyone, all characters will be grateful (some discounts maybe?).


– Bringing the Wild West to life

They do more than give you quests. They let you discover hidden secrets, surprises, and personal adventures. One moment, a friendly chat might start an exciting quest. Next, a mysterious stranger might refuse to help until you prove yourself worthy of trust.

Each meeting shows you a new layer, leading you deeper into your cowboy adventure.



[h3]3. Writing realistic dialogue[/h3]




“Cowboy Life” does of course take place in the Wild West. We all know our howdies and yeehaws, but we cannot allow dialogue to become a caricature. Keepin’ it stylized, but moderate, partner.

Characters’ personalities affect the way they speak. A well-educated pharmacist will have a different way of expressing herself than a simpleton living out in the mountains.

The story is an important driver, but since it's not an RPG, but a mix of RPG and a simulator, and plenty of people will want to click through dialogues. And that's alright! That’s why we take extra time to make the dialogues as short and saturated as possible.

All our dialogue is written and programmed using a narrative design tool called Articy:Draft.



[h3]4. Implementation[/h3]

Every character needs a 3D model, of course. Before that usually comes a concept sketch,
but as we are quite a small studio, we do not have a Concept Artist.

Instead, visual references are gathered, usually by the Narrative Designer, and delivered to
our 3D Artist with a short description of the character’s vibe. Often these references are
even pictures of real-life people: actors, historic figures, or people we, the devs, actually know!

For example, references for our charismatic and broad-shouldered carpenter, Ted, were taken from our designer’s husband. For our Mayor – of that husband's grandfather, a military physicist specializing in explosives. One of the most notorious bandits in our game is modeled after a… well, we will keep this one a secret a little longer.





Then, it’s just designing the callendar, giving the character stuff to sell, setting up their homes, their shops, and their routines.



[h3]The community[/h3]

And how does the player character fit in all this?

The community of Bravestand is troubled by bandits, drought and distrust. Not very cozy, right? It’s the player’s role to make the townfolk find trust again, to stand together against the inequities of the selfish and the tyranny of evil men, to live up to the name of their little town!

It’s you, the player, that is the agent of hope, finding inner peace through helping others.

We hope you’ll find it satisfying and rewarding!


So what do you think? Don’t hesitate to reach out, comment, suggest, or share a laugh! Follow us and shoot us a message at our Instagram – @odd.qubit. We’d also love to have you over on our growing Discord server – here’s the [link].


Happy trails, friend.
[h2]Wishlist “Cowboy Life Simulator” today![/h2]

DEVLOG #14 – PROGRESSION SYSTEM: REWORKED!

[h2]Howdy, partners![/h2]


Hello, friends! Big news: new progression system! 🎉

We’ve got super exciting news to share with you! We’ve been working very hard these past few months, and we’re quite proud of the result. And what is that? Completely reworked progression! Not to brag, but “Cowboy” feels like a whole new game now



What was progression like before?

Honestly… it wasn’t great. You could only unlock things by progressing the narrative. For example, you couldn’t build or craft anything unless you finished a specific quest.

And, more importantly from our perspective, managing the progression was incredibly hard. The simplest change, like wanting a certain craft to be available even a bit earlier would require tinkering with the quests and narrative, and those are a very delicate web, especially in a non-linear game like ours!



What’s it like now?

So, we decided to add a completely new layer: good old fashioned experience points, so you can level up! And not just one set for those, though. We added three experience pillars: Farm, Fame, and Frontier!


Farm Points: Earned by upgrading your farm.

Fame Points: Earned by helping and interacting with NPCs, and doing quests.

Frontier Points: Earned by exploring and making new, more advanced things.


You can see your points and levels in the “Progression” menu. It also shows what cool stuff you’ll unlock at each level. Need points fast? Complete fun challenges under each pillar to get more!





Here’s a sneak peek into our work-in-progress of the progression screen. Do not get too attached to it just yet, we are working on overhauling the UI too!



What can you unlock?

There’s a lot of freedom when it comes to that. Depending on which progression tree you want to go with, rewards may vary. They include:

– new buildings
– item crafts
– forage possibilities
– entire game features
– special dialogue lines

... and many others!

And, these new dialogue lines aren’t just for chatting – they start quests, and even whole storylines.



How does it work?

Say you’re talking to an NPC, and you see a greyed-out dialogue line. It says you need Farm Level 3 to select it. You check your “Progression” menu – you’re at Farm Level 2 and need more points ...

... What can you do about it?

– complete a farming quest on your farm (like sowing fields)
– complete some challenges: there's lots and lots of those, so there’s always something to do!

Boom, now you’re Farm Level 3 – go back to the NPC and unlock an awesome quest!



Was that an easy rework?

Well, it wasn’t – the new system has to work with all the other systems, and itself be easy enough to manage and maintain. Also, now we can’t simply say “you can’t build that before that quest is completed”. You can gain experience through many different activities, so the math has to be perfect if we want the game to be balanced.

So far though, it’s looking good! Now, if we want to give the player some craft earlier on in the game, we just change its availability level from 10 to 7. Done!

All in all, we think that “Cowboy Life” is now way more engaging because there’s always something to do. On the other hand, if you don’t want to do quests, and meetings, but simply explore, farm, and make a mark on the land, you should also get some experience, and level up.


So what do you think? Don’t hesitate to reach out, comment, suggest, or share a laugh! Follow us and shoot us a message at our Instagram – @odd.qubit. We’d also love to have you over on our growing Discord server – here’s the [link].


Happy trails, friend.
[h2]Wishlist “Cowboy Life Simulator” today![/h2]


November Playtest: Your Feedback!

[h2]Howdy, partners![/h2]


Hello, friends!

Your feedback on our game during these playtests has been amazing! Here’s a summary of what we learned from over 200 players who responded to the playtest survey:



[h3]What you loved most:[/h3]


Positive reception
✅ A whopping 94% of you rated the game positively!


Clear and fun mechanics
83% of players found the tutorials and game mechanics easy to understand.

Gameplay highlights
✅ Many of you loved the freedom to explore, the building mechanics, and the unique story elements.



[h3]What still needs work:[/h3]

Bug reports
🛠️ Players shared feedback on technical issues, helping us identify key areas to fix (e.g., clipping issues, stuck horses, and optimization).

Controls & UI
🛠️ You gave the controls an average score of 8.0/10 and the user interface 8.0/10, with helpful suggestions for improvements.


[h3]Some exciting news:[/h3]
70% of you said you’d buy the full version upon release – we’re working hard to make it even better!


[h3]Fun facts:[/h3]
7% of players invested about 5 hours in gameplay, and 5% spent a whopping 10 hours in it!
🙋🏻‍♂️ Some of your favorite moments included interacting with NPCs, the variety of quests and dialogue options, and... yes, even the horse riding!



[h3]What’s Next?[/h3]

We’re already tackling the bugs and polishing up the game. With your amazing support, we’re shaping this game into an unforgettable experience.

We’ve also introduced a brand new progression system, unlocking new crafts, constructions, and dialogue options (leading to new quests) through gaining new levels and completing challenges.


Thank you for being a part of this playtests, and interacting with us on our Cowboy Life Discord Community.

Stay tuned for more updates!



So what do you think? Don’t hesitate to reach out, comment, suggest, or share a laugh! Follow us and shoot us a message at our Instagram – @odd.qubit.


Happy trails, friend.
[h2]Wishlist “Cowboy Life Simulator” today![/h2]