Hey everyone! Following up on the previous devlog about weapons and gunfights, this time we’re diving into the world of
FEROCIOUS itself. The setting isn’t just a backdrop. It’s a dangerous, reactive place that plays a huge role in how the game feels. Let’s talk about the island.
Our team includes screenwriters and visual artists with backgrounds in film and theme parks, and these influences have a big impact on how we approach worldbuilding. We’re not just making levels with enemies in them: we’re creating a place that feels coherent and cinematic, with its own internal logic and history.

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Game Structure[/h2]
FEROCIOUS isn’t an open-world game. We’ve gone with a structure closer to early Far Cry or Crysis: semi-open levels that let you approach things your own way without getting lost in an open world for hours.
This means more focused pacing and less filler. You can explore off the path and find cool stuff, but there’s always a goal ahead of you. And, more often than not, more than one way to get there.
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The Biomes of FEROCIOUS[/h2]
The island is divided into several distinct areas that each bring their own tone, threats, and look. You’ll move between jagged coastlines, narrow canyon systems, dense jungle interiors, and sprawling lowlands that look deceptively calm. Some places are open and bright, others close in on you fast. You might be hiking across grassy plains one moment, then squeezing through a narrow jungle path where you can’t see more than a few meters ahead.
Each biome tries to push something different, whether it’s a unique threat or a shift in how you approach movement, stealth, or combat. Level structure also changes from zone to zone.
The Coast is where it all starts. Rocky, open, and occasionally stormy. It’s also where you’ll first run into the more heavily militarized areas. The structure is more linear at first, giving you time to learn the ropes, gradually opening up into a wide, explorable shoreline with multiple routes and side areas.
The Canyons offer verticality and claustrophobia at the same time. It’s a more maze-like area, with winding paths and shortcuts that reward exploration. Expect new, nasty enemies that can’t wait to ambush a clueless prey.
The Lowlands are greener and quieter, but they’re filled with water hazards and hidden wildlife. Movement is slower here, and the terrain can guide you into unexpected encounters. This is a zone where reading the environment is key.
The Grassy Plains give you space to breathe, but also nowhere to hide. Ideal for long-range players or anyone who likes to scout ahead. The layout encourages open-ended encounters, so you can flank, sneak, or snipe, but you can also be spotted from a distance.
The Deep Jungle is where things get tense. Thick vegetation, tighter paths, and plenty of things hiding behind leaves. It’s more linear in places, with dense foliage and sudden ambushes that force you to react quickly.

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Landmarks with a Story[/h2]
As you move through the island, you’ll run into places that don’t just look striking, but they also tell you something if you are curious enough.
Swamps buzz with insects and threats, and ravines naturally funnel you into tight firefights with little room to breathe. Rivers need to be crossed, though sometimes you’ll wish you hadn’t stepped in. Elsewhere, the remains of a lost civilization: crumbling stone ruins and signs of a time that may not be as distant as it seems.
You’ll also find signs of the mercenaries who came before you. Some are still lingering, others long gone. There are camps left in a hurry, gear scattered around blood trails, bullet holes into concrete walls. We want the island to feel lived-in or, maybe more accurately, fought-over. It’s not always clear what happened, but the clues are there: footprints too large to be human, wrecked vehicles, half-eaten bodies, half written notes… Cool, right?
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Environment as a Gameplay System[/h2]
We’re not trying to make the weather a survival mechanic, but it does change dynamically and affect how areas feel. Rain, fog, and light shifts can make familiar spots feel different depending on when you show up.

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Destruction and Impact[/h2]
We’re experimenting with destructible environments in a few key places. Some trees will fall. Most wooden structures can be blown apart. Some concrete walls will crumble if you throw enough at them. It’s not Red Faction or more recently The Finals, but we want firefights to leave a mark.
This also feeds into how you approach combat. Shootouts feel more alive when the cover you’re using might get shredded mid-fight. And sometimes, blasting a support beam can save you the trouble of clearing out a whole outpost.
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Environmental Storytelling[/h2]
We love games that reward curious players. FEROCIOUS is full of details for the people who take the time to look around. A broken bridge with claw marks. Bones buried near a mercenary camp. A pile of gear in a tree that makes you wonder what the guy climbing it was running from.
You’ll find signs of a long-gone civilization and scattered soldier logs that try to make sense of what they were doing here: most of them didn’t figure it out in time.

That’s it for this week. Let me know what you think, and stay tuned for another devlog soon!