Missives and Musings: Into The Wild...life
[h2]What's New?[/h2]
As the date approaches for our first round of public playtesting (ALPHA STARTS NEXT WEEK!!) a main focus for our team has been bringing the open world to life. Let's jump right in!
[h3]Wildlife[/h3]
Our animal AI systems have been completely overhauled from the ground up. Between having new models, animations, sound design and custom AI behaviors, the final result is a truly immersive interaction with wildlife. Whether you're doing the hunting, or being hunted, we hope you'll appreciate the attention to detail each animal has received.

Animal types can be broken down into three base categories: critter, prey, and predator. Each have unique behaviors and detection settings, including a different detection radius based on whether the player is standing or crouched, and increased detection in front of animals vs behind them.

What does this mean? This means that even if a player is starting out fresh with only a primitive dagger as a weapon, it's still possible to stalk your target - crouched and very carefully - and get within close enough proximity to deliver a surprise attack before it flees (if it's a critter or prey animal) or tries to kill you (if it's a predator animal).

If you're up to speed on the lore behind Lost Isle, you'll know what lies beneath the surface of the island - a fallen, imprisoned celestial god named Mauroth whose cosmic energies seep through the earth - and you may be asking yourself: Why are the animals normal? Where's the fantasy? Without spoiling too much... you'll just have to wait until the sun goes down to see how Mauroth's influence changes the wildlife.
[h3]Open World[/h3]
To help players more easily understand where areas with higher concentrations of loot are located, we've added procedural roads that lead to and connect major world monuments that are bordered with fences, lamps, walls, small structures and more. In combination with roads, there is also a trail system that connects to smaller points of interest.

Another addition to the open world is the implementation of a procedural river system that connects major waterways like lakes and ponds to the oceans.

[h3]Other Notable Changes[/h3]
Don't miss out on important updates - make sure to wishlist Lost Isle here on Steam, join our Discord community, and follow us on X!
As the date approaches for our first round of public playtesting (ALPHA STARTS NEXT WEEK!!) a main focus for our team has been bringing the open world to life. Let's jump right in!
[h3]Wildlife[/h3]
Our animal AI systems have been completely overhauled from the ground up. Between having new models, animations, sound design and custom AI behaviors, the final result is a truly immersive interaction with wildlife. Whether you're doing the hunting, or being hunted, we hope you'll appreciate the attention to detail each animal has received.

Animal types can be broken down into three base categories: critter, prey, and predator. Each have unique behaviors and detection settings, including a different detection radius based on whether the player is standing or crouched, and increased detection in front of animals vs behind them.

What does this mean? This means that even if a player is starting out fresh with only a primitive dagger as a weapon, it's still possible to stalk your target - crouched and very carefully - and get within close enough proximity to deliver a surprise attack before it flees (if it's a critter or prey animal) or tries to kill you (if it's a predator animal).

If you're up to speed on the lore behind Lost Isle, you'll know what lies beneath the surface of the island - a fallen, imprisoned celestial god named Mauroth whose cosmic energies seep through the earth - and you may be asking yourself: Why are the animals normal? Where's the fantasy? Without spoiling too much... you'll just have to wait until the sun goes down to see how Mauroth's influence changes the wildlife.
[h3]Open World[/h3]
To help players more easily understand where areas with higher concentrations of loot are located, we've added procedural roads that lead to and connect major world monuments that are bordered with fences, lamps, walls, small structures and more. In combination with roads, there is also a trail system that connects to smaller points of interest.


Another addition to the open world is the implementation of a procedural river system that connects major waterways like lakes and ponds to the oceans.


[h3]Other Notable Changes[/h3]
- Improvements to deployable machine functionality and crafting
- UI and HUD updates
- Bird AI flock behaviors and perch points added to points of interest
- Player controller updates including many new animations
- Optimizations for materials, textures, audio and more
Don't miss out on important updates - make sure to wishlist Lost Isle here on Steam, join our Discord community, and follow us on X!