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Echoes of Extinction News

New Tech Demo Update on the Horizon! New Devblog #17 is Out



[h2]Islander[/h2] - Project Lead

This month, our team focused on super-charging our games performance by optimizing and fixing bugs, rather than adding new features. Our main goal was to prepare a rock-solid build for our upcoming Tech Demo update—set to be played and enjoyed by our Patreon community very soon.

While my team was busy with these improvements, I developed new areas, including a bustling fishing village and a high level hostile campsite, to enrich our game world. The Tech Demo is on the horizon, and every fix and enhancement is a step toward delivering an exceptional experience.

There is no video this month as we ready for the Tech Demo Update!

High Level Hostile Camp:



Fishing Village:



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[h2]Chikangia[/h2] - Programmer

This month, my focus was on optimizing existing systems and fixing bugs to improve overall gameplay stability and performance.

System Optimizations and Bug Fixes: I spent a significant amount of time optimizing various systems and addressing bugs, ensuring a smoother and more reliable experience for players.

Interaction System Improvements: I expanded the interaction system and made it more efficient, enhancing how players engage with the game world.

New Crafting Menu: I implemented the new crafting menu along with all its functionalities, providing a more intuitive and streamlined crafting experience.

That's it for this month! Stay tuned for more updates in the next devblog!

New Crafting UI:

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[h2]RAR[/h2] - 3D Artist

This month I've been working on the growth shape keys and sexual dimorphism changes for the Eocharcharia. Sadech has been helping me familiarize myself with the process so that I can apply it to the other models I have on my schedule.

As per usual I have also continued working on the Purusaurus during our weekly live streams. Last stream we completed most of the details on the forearms and I'm looking forward to working on it more this weekend.

Eocarcharia Growth Stages:

Hatchling Stage:

Purussaurus WIP:

Purussaurs Arm:

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[h2]Fireslafi[/h2] - Concept Artist

This month didn't have as much going on for me as the last, but ouranosaurus now has its first skin, this one is once again for our redwood biome. I should have more to show next month!

Ouranosaurus Redwood Pattern:

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[h2]Vittoria[/h2] - Concept Artist

Hello everyone, this month I started working on some tribal concept art, such as the workbench and the mortar. I've really enjoyed it and I'm looking forward to working on the other props next month.

Mortar & Pestal:

Workbench:

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[h2]SadEch[/h2] - 3D Artist

This month, I've spent on retopology. Onychodus is finally in a game-ready format, and ready for animation! It just needs a skin, and then it's ready to attack the unfortunate swimming tribal and Juveniles! I created some simple animations for it, such as Grab, let go, bite, swallow, thrash and swim.
The details have been baked down from the sculpt done by HematoSalpinx.

Onychodus:

Swimming:

Swallow:

Bite:

Throw Out:

Grab:

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[h2]FuriousSmaug[/h2] - Programmer

This month I have been very focused on other commitments, however the time I put towards EoE has involved mostly stat system changes and additions as it pertains to the nutritional system, as well as the ability for expansion for other systems that are added that may affect various core stats. While from a game/player standpoint nothing has changed, it has changed quite a bit from the coding one.

I’ve also decided to take a look at our roster and first iteration stats again, things that didn’t require me at a PC to do. I made a few changes to various species, especially our smaller ones to help give them just a little more health or fighting power. Abilities for a few species also got looked at to make them a bit more appealing. For example, telmatosaurus only had a few standard attacks like a back kick, front kick, and tail attack. We’ve since expanded it by giving it a small addition to its physical abilities: porcupine-like quills on the end of the tail. These quills have a venom within them that telmatosaurus will eventually be using in its new attack and defense kit. Small changes like these to enhance a playable's appeal are crucial in making every one of our species stand out.

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[h2]AirSickLowLander[/h2] - Level Designer

This month I have been focused on expanding foliage to cover all areas of the map, which we are now very close to! There have also been large efforts towards more performance improvements and a significant reduction in video memory usage. Materials have become more unified, with many meshes now sharing the same material using slight variations to improve instancing performance with Nanite. More small plants have been converted to double sided geometry to even further improve performance with Nanite. There are more points of interest now being added to the map as well, with ravines and ruins becoming a more common sight. The landscape material has received some upgrades as well, with more variation to break up tiling textures. Some foliage models have been replaced with higher quality models that fit the environment better than before. The disk space requirement of the game has also been further reduced and will continue to improve.

Jungle Rainforest:







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[h2]Mordy-Pie[/h2] - Concept Artist

February has been chilly and busy! Managed to finish a concept I had, or in this case two technically, —of a gallimimus skin that would change from spring/summer to fall/winter, taking inspiration from creatures like snowy owls and other arctic animals to make it feel as lifelike as possible.

Snow Gallimimus Pattern:

Mountainous Gallimimus Pattern:

The first playable Eocarcharia re-made! New Devblog #16 is Out

[h2]Islander[/h2] - Project Lead

Hey Extinctioneers! We’ve had an eventful month tackling everything from biome enhancements to new AI systems, improved crafting, updated animations, and fresh skins. This work builds upon our continued efforts to optimize performance, enrich gameplay, and expand the variety of experiences available in our world.

Alternatively, you can watch our latest devblog video or read the full write-up below. Enjoy!

[previewyoutube][/previewyoutube]

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[h2]Mordy-Pie[/h2] - Concept Artist

This month had its ups and downs but I revised a concept for a potential Arctic/Mountain biome Dryosaurus skin, more on the way since we will be needing many skins!

Halfway done on a skin for the Gallimimus as well, should be done next month for sure.



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[h2]Pneuma[/h2] - Tribal Gameplay Designer

First month on the team, I’ve been working on the crafting system for tribals. Currently focused on getting our first tier, bush-craft, into a fully fleshed out state. This in order to test and experiment with our systems as much as possible before expanding into later tiers. The current tier allows for a fully nomadic crafting progression, giving players the opportunity to improve their survivability before committing to a base location.

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[h2]Robert Frost III[/h2] - Sound Designer

This month I worked on the footstep sounds for Eocharcharia, next month I hope to work on more sounds for the current Dinosaurs!

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[h2]AirSickLowLander[/h2] - Level Designer

Most of my time this month has been dedicated to the redwoods biome, as well as some work with our climate and weather. There have also been some major optimizations done for the jungle biome, with small foliage becoming much more performant than before.

The redwoods biome now stretches across its entire planned area, with well over 1,000,000 trees and plants while performing better than ever at the same time. Every inch of the map now has the correct landscape material for its’ respective biomes as well.

Landscape texture repetition has also been improved, with distant tiling now being hidden. Next up, close tiling!















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[h2]Chikangia[/h2] - Programmer

This month, I focused on several key aspects of Tribal's development and some global systems:

- Third-Person Animations: I adapted our animation system for third-person gameplay, adding features like turn-in-place, aim offsets, and new animations to enhance character fluidity and responsiveness.
- Foliage Harvesting: I refined the foliage harvesting system, improving the mechanics and introducing new items, weapons, and tools to expand gameplay options.
- Corpse Decay System: Corpses now decay over time, visually decomposing. Additionally, players can harvest resources from a corpse using a knife.
- DLSS Widget: I integrated a new DLSS widget, providing better in-game control for fine-tuning DLSS settings.
- Audio System Updates: I improved the audio system, allowing players to adjust music and SFX volumes individually through the settings menu.
- Swimming Overhaul: The swimming mechanics received a complete overhaul. Players can now dive, drown if underwater too long, and experience slower movement in shallow water. This system gives us more control over water-based interactions.
- Grouping System: I also began work on the grouping system, implementing its foundational functionality as a base for further expansion.

Thanks for following along with our development! Stay tuned for more updates next month!











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[h2]Danik[/h2] - Programmer

This month I have done some Tribal AI cleanup related to ranged combat and started implementing a quest system, which is mostly connected with the inventory system at the moment. We have added UI for quest log and quest giver dialogs. A quest giver can provide you a line of quests which will be given one after the other.

Next month I'll be looking into melee combat fixes and will try to find some time to implement more interesting quests.





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[h2]FuriousSmaug[/h2] - Programmer

Hey all! This month has been filled with a variety of new systems and updates.

- Nutrition: Almost fully implemented for its first test. There are still a few buffs/debuffs that need adding. The UI will need to be re-designed properly - However, players will soon have the opportunity to select desired buffs (and associated debuffs) for their species at various times throughout growth. From there, players will either gain nutrients from their prey or from plants on a special list.
- Dryosaurus: The new Dryosaurus has been added with its new model and animations. This included various code updates: crowd management measures, better grouping, optimizations, and more.
- Skin System Rework: Now utilizes not just 5, but 7 color regions. Both AI and playable species can customize each of the 7 regions through either the character creator or randomization.





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[h2]Fireslafi[/h2] - Concept Artist

This month I focused on a redwood skin for both Eocarcharia and Gallimimus, as well as gathering image references for each biome’s style guide for their respective skins. Progress has been made on a jungle Coelophysis skin, but this isn’t ready to be shown yet.





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[h2]HematoSalpinx[/h2] - 3D Artist

Hey y’all,

Coming back in from the Holidays. I have been continuing work on Onychodus. It is entering the final stages and will be sent off to become game ready. I wrapped up sculpting in the scales and fixing any visible seams, as well as adjusting various parts of the interior of the mouth. Believe it or not, the fins were the most challenging aspect of this sculpt. I thoroughly enjoyed sculpting the updated head, which also presented some fun challenges of its own.

Overall, Onychodus was a unique challenge—while in the middle of sculpting, we discovered more about this creature, and it really shook things up. I look forward to seeing this fish come to life in-game!

‘Till next time!





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[h2]Kleiner[/h2] - Animator

Greetings! I am continuing my work on Dryosaurus. Soon flocks of these little chaps will populate the forests and become a good food source for the players.







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[h2]Void[/h2] - Graphic Designer

Hey everyone! This month has been heavily focused on making a crafting UI prototype that’s ready for implementation as soon as we can!



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[h2]RAR[/h2] - 3D Artist

This month I have been primarily working on the Eocharcharia model.

I’ve finished the high poly sculpt and prepped it for texturing. I got to work on the first texture based on Fireslafi’s concept.

I’ve also continued to work on the Purussaurus high poly during our weekly live streams on YouTube. Lots of scale details have been added. Last week, we began to focus on the head, mouth, and neck areas. I will continue to work on the model every Saturday.







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[h2]SadEch[/h2] - 3D Artist

This month I’ve been helping to finalize the textures of the Dryosaurus. It has finally received the full normal map and its first fully functional skin! After the Dryo, I’ve started making progress on the Gallimimus. The base-mesh is coming together great and is based on a 3D skeleton to ensure its accuracy. It will be a great start for the muscles, fat, and skin, especially considering it will have to receive hundreds and hundreds of feathers afterward!



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A 2024 Recap of the development of Echoes of Extinction! New Devblog #15 is Out

[h2]Islander[/h2] - Project Lead

Hello Extinctioneers!

We hope everyone had a wonderful holiday season. As we wrap up the year, the Echoes of Extinction team has plenty of exciting updates to share. Below, you’ll find each developer’s contributions and progress for this month. Let’s dive in!

Alternatively you can watch the video showcase on our YouTube channel!
[previewyoutube]https://youtu.be/gj-jB9cRxmw[/previewyoutube]

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[h2]Chikangia[/h2] - Programmer

Merry Christmas everybody!
This month, I’ve been focusing on optimizing inventory and items on the server side. These changes reduce bandwidth usage and server stress, especially when dropping large quantities of items. Additionally, I overhauled the Inventory UI based on new concept art from Void, and implemented a base crafting system with a queue so players can craft simple items in their inventory.



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[h2]AirSickLowLander[/h2] - Level Designer

Hey everyone!

My primary focus this month was on the redwoods biome, which required heavy optimization due to its massive trees and dense foliage. After reworking the models and making performance tweaks, the biome now runs at roughly double the previous frame rate. I also updated the visual aspects of the redwoods with new paths, rivers, ravines, mountains, and a giant sequoia trunk bridge.

Other improvements include replacing the ocean with a better-performing water system, implementing the same system for streams, and significantly reducing disk usage by trimming redundant tree models. Finally, VRAM usage is way down thanks to switching to virtual textures, channel-packing textures where possible, and standardizing materials. These changes strike a balance between visuals and performance.



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[h2]Void[/h2] - Graphic Designer

Hey everyone! This month, I’ve been heavily focused on Inventory and Looting UI work. The goal was to create a clean, easy-to-understand interface without overwhelming the screen. We chose orange as the primary colour, with slight texturing to maintain a cohesive style. Below is the prototype we’re using to update the current in-game UI!

I’ve also finished the Blood UI animations for idle, walk, trot, and run states when your creature is bleeding. They look fantastic in our playtests, adding a heightened sense of realism to damage feedback.



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[h2]FuriousSmaug[/h2] - Programmer

Hey all!

I’ve been revamping several of our current systems, squashing bugs, and optimizing memory usage for both clients and servers. A significant update involves refocusing our species roster. We’ve pared down from 75+ to 60 total (35 playable, 25 AI) to ensure each species feels unique and impactful within our ecosystem.

Below is our final roster—Islander and I are excited to confirm these as the core species moving forward:

Playable (35):
Tapejara, Zhenyuanlong, Tropeognathus, Citipati, Arambourgiania, Dracovenator, Minmi, Pachycephalosaurus, Achillobator, Kaprosuchus, Telmatosaurus, Genyodectes, Enigmosaurus, Mussaurus, Irritator, Skorpiovenator, Titanoboa, Chasmosaurus, Eocharcharia, Megalania, Mastodonsaurus, Allosaurus, Tuojiangosaurus, Ouranosaurus, Bajadasaurus, Maip, Stegosaurus, Ankylosaurus, Deinocheirus, Purussaurus, Spinosaurus, Triceratops, Tyrannosaurus, Magnapaulia, Diplodocus

AI (25):
Nemicolopterus, Semionotus, Dimorphodon (Tame), Horseshoe Crab, Beelzebufo, Scutellosaurus (Tame), Coelophysis, Bagaceratops (Tame), Liaoningosaurus, Arthropleura, Axelrodichthys, Moros Intrepidus (Tame), Dryosaurus, Onychodus, Cryodraken (Tame), Gallimimus (Tame), Europasaurus, Gigantoraptor (Tame), Kundurosaurus (Tame), Archelon (Tame), Thyreosaurus (Tame), Lokiceratops (Tame), Carcharodontosaurus (Tame), Apatosaurus (Tame), Megalodon

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[h2]Danik[/h2] - Programmer

Happy New Year everyone!

I’ve been busy implementing hostile tribal NPCs this month. We can now spawn hostile camps and roaming groups of tribals who hunt dinosaurs and other tribes using bows. There’s still optimization and bug-fixing ahead, but the core logic is in place and looking promising. (Check out the YouTube video for a showcase)

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[h2]HERNI[/h2] - 3D Artist

Hello everyone, I’m Hernán (but you can call me Herni)!

I recently joined the team as a 3D artist and have been creating props and objects to enrich the world of Echoes of Extinction. My first project was designing a hut for the jungle biome, ensuring it seamlessly fits the environment. I’m really proud of how it turned out! Towards the end of the month, I started experimenting with prehistoric boat models, aiming to capture a blend of authenticity and functionality that aligns with the era and game style.

Thank you for the warm welcome—I’m excited for what’s ahead!



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[h2]Kleiner[/h2] - Animator

Greetings!

December was very productive on the animation front. Dryosaurus can now graze, drink, rest, and sleep, making it feel much more alive and engaging in-game.



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[h2]RAR[/h2] - 3D Artist

This month, I’ve continued progressing on Purussaurus during our weekly live streams. I’ve also been working on the Eocharcharia sculpture, and I’ll soon be preparing it for scale detailing. Stay tuned—your feedback keeps me motivated!



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[h2]SadEch[/h2] - 3D Artist

This month, the Dryosaurus received complete texture work, including normal, roughness, and specular maps, as well as other detailed texture passes. The skin is still a work in progress, but we have a WIP shot showing the mapping and colour layout.



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[h2]Fireslafi[/h2] - Concept Artist

Hello everyone! This month, I’ve completed the male Dryosaurus skin concept—it was exciting to explore distinct patterns and colour palettes for this design. I’ve also begun work on the Eocarcharia skin for the new model, though it’s not quite ready to share just yet. Stay tuned for more updates soon!



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We can’t wait for you to experience all these updates firsthand. Thank you for your continued support, and we’ll see you next time with even more news from the Echoes of Extinction team!

Seasons & Eocarcharia remake! New Devblog #14 is Out!

[h2]Islander[/h2] - Project lead

**Hey Extinctioneers!**

This past month has been a whirlwind of creativity and progress for the Echoes of Extinction team. From dino retopology and AI advancements to environmental enhancements and exciting new features, here's what our talented team has been up to. Be sure to check out the highlights below or watch our video dev-blog for a visual summary:

[previewyoutube][/previewyoutube]

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[h2]Adrian[/h2] - 3D Retopologist

Hello everyone, hope you guys are doing fantastic!

This month, I completed the retopology for two dinosaurs: **Ouranosaurus**, a herbivore from the Elrhaz Formation, and **Coelophysis**, a nimble Triassic dinosaur. Both are entering the unwrapping phase and will soon come to life in Echoes of Extinction! I’m thrilled to see them grazing and scurrying through our environments soon. Have a wonderful Thanksgiving—share your meal with loved ones, and see you next time!

Ouranosaurus:

Coelophysis:

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[h2]FuriousSmaug[/h2] - Programmer

Hey all! I’ve been working on our new diet system, and I’m super excited to share how it’s shaping up. Survival in Echoes of Extinction is all about choices, and this system is no exception. Players will have the ability to fully customize their strengths and weaknesses by choosing buffs and debuffs tied to their dietary preferences as they grow.

Food sources are more than just survival—they’re a strategy. Herbivores will come across rare plants that give boosts to specific nutrients, while carnivores get theirs based on the nutrient levels of their prey, with special organs like intestines offering unique benefits. Managing these nutrients not only affects your growth rate but also unlocks a species-specific wellness buff that evolves with your life stage.

For example, juvenile Tapejara will have a much easier time maintaining this wellness buff compared to their adult counterparts, while massive creatures like Diplodocus face greater challenges due to higher thresholds. This adds a whole new level of strategy to survival—making every bite count.

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[h2]AirSickLowLander[/h2] - Level Designer

This month, I focused on enhancing the environment surrounding the village. The village now has dense foliage and small props for a more vibrant atmosphere. I also optimized geometry and textures, reducing disk space and video memory requirements without compromising quality.

I replaced the ocean with a more realistic and better-performing version and revamped areas like the ruins on a small island in a lake. It’s been a productive month of optimizations that will benefit everyone!



Winter VS Summer:


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[h2]Danik[/h2] - Programmer

This month, I resumed work on the tribal AI after resolving editor issues. I focused on hostile camp behaviors, introducing stealth gameplay near these camps. I also refined the AI's Idle/Alert/Combat states and investigated optimizations to make the system less CPU-intensive in the future.

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[h2]RAR[/h2] - 3D Artist

This month, during our weekly live streams, I made significant progress on the **Purussaurus**, moving into the first pass of scale detailing. I’ve also reworked the **Eocarcharia** model, building a new low poly and adjusting its proportions and anatomy. Thanks for all the support during the live streams!

Eocarcharia Remake WIP:

Purussaurus WIP:


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[h2]Void[/h2] - Graphic Designer

This month, I focused on UI design, specifically the character inventory and bleed UI. The bleed UI dynamically changes based on the dinosaur’s actions, such as sitting or running. Here’s a sneak peek of the work-in-progress UI!



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[h2]Chikangia[/h2] - Programmer

Hey everyone, this month I worked on UI updates, including the character selection and customization screens. Players can now customize their dinosaur and tribal characters. Check out these screenshots!



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[h2]HematoSalpinx[/h2] - 3D Artist

Hey y’all, Matthew here. I’ve been steadily working on the **Onychodus** sculpt, adding intricate details. I’m excited for you to see this character come to life. Happy holidays, and until next time!



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[h2]Inkasaur[/h2] - Concept Artist

This month, I created skin concepts for our AI creatures, including desert and jungle morphs for **Coelophysis**, alongside other planned AI designs.

Jungle Pattern:

Desert Pattern:
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[h2]SadEch[/h2] - 3D Artist

Despite being sick, I managed to rig the new **Dryosaurus** and create a new UV map. I’m currently working on its gore and morph targets for blinking and breathing.

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[h2]Vittoria[/h2] - UI Designer

Hello everyone! This month, I started working on the **Eocarcharia** dossier, gathering references and documentation to ensure it aligns with Echoes of Extinction's style. It’s not ready to show yet, but stay tuned!

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[h2]Mayonnaise Eater[/h2] - Sound Designer

This month, I worked on making dinosaur movements feel more organic through sound design. From grunts to chuffs, these sounds will add a deeper sense of realism to your favorite dinosaurs. I can’t wait for you to hear what we’ve created!

Dawn of the Purussaurus is coming! New Devblog #13 is Out!

[h2]Islander[/h2] - Project Lead

Hey Extinctioneers!

This past month has been packed with exciting updates across the team, from biome redesigns and AI improvements to new creature additions and visual refinements. Here’s a closer look at what each of our talented team members has been working on or check out our video dev-blog for a more visual representation:

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[h2]AirSickLowLander[/h2] - Level Designer

This month, I focused on optimization and fine-tuning. The redwood forest, which had previously posed performance challenges, saw a major update. Each plant was converted to full geometry, with reworked topology to improve memory efficiency. I also began redesigning the redwoods biome, adding unique touches for a more captivating environment. For the cove village, new buildings were introduced to align with the game’s art style, boosting realism and cohesion. Additionally, updates to Nanite handling and enhanced height mapping have given the terrain an even more lifelike quality without impacting performance.





















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[h2]Danik[/h2] - Programmer

Hello everyone! This month, I’ve made big strides in the tribal AI systems. My focus was on creating more immersive NPC interactions, including patrolling, village item interactions, basic enemy engagement with bows, and responsive player interactions. These behaviors are being expanded to support multiple villages, which will lay the groundwork for unique factions and cultural dynamics in future updates. Though visuals aren’t ready to show just yet, Islander and I are planning a recording session to capture these tribal AIs in action.



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[h2]FuriousSmaug[/h2] - Programmer

Hey all! This month has been full of exciting tasks, from new species introductions to AI improvements. We welcomed several new AI creatures, including Onychodus, Semionotus, and Axelrodichthys, joining our existing Tropeognathus and Purussaurus. AI improvements now allow dinosaurs to search for food when hungry, adding more depth to their behaviors. Our base locomotion code is also finalized, making future species animations like turn-in-place and skidding just a few adjustments away.

On the diet front, I’m thrilled to expand on our player-driven diet and perk system. Players can choose perks that rely on eating specific foods to maintain health and performance. Herbivores will find nutrient-rich plants for a boost, while carnivores gain nutrients based on their prey’s health, with extra benefits from organs. Beyond basic diet, special resources like rotten meat, bones, and rare desert flowers offer unique advantages, allowing players to strategically plan their dietary needs.

AI migrating towards food: - (Old Dryo Model)



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[h2]SadEch[/h2] - 3D Artist

This month, I went a bit morbid with the creation of the Eocarcharia cadaver model. This model includes individual organs like intestines, lungs, and a custom skull trophy, each designed for immersive gameplay. As decay progresses, the model displays increasingly gruesome detail, and I rigged it to match the dead body’s ragdoll position, bringing an unsettling but realistic touch to the game’s environment.



Halloween Teasers:





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[h2]Void[/h2] - Graphic Designer

Hey all! I’m new to the team and beyond excited to dive into this project! My first task was creating the official Echoes of Extinction logo. My goal was to capture the essence of our game with a simple, striking design that reflects our vision. Looking forward to beginning the UI rework soon!



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[h2]Chikangia[/h2] - Programmer

Hello everyone! This month, I’ve been busy with some heavy coding work, converting many existing systems to C++ for improved performance. I also refined our inventory and gathering mechanics. With these foundational updates nearly complete, my next major project is implementing the crafting system, which will be central to the tribal gameplay.

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[h2]Vittoria[/h2] - UI Designer

Hi everyone! I focused on UI concepts this month, especially for the administration panel, and worked on visual designs for Semionotus, and Axelrodichthys as well as Onychodus, however the Onychodus will be showcased next month. Excited to continue building out our interfaces and bringing more depth to the in-game experience!



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[h2]HematoSalpinx[/h2] - 3D Artist

Hey everyone! This month, I collaborated on the Onychodus model, tackling new challenges in detailing its internal mouth structure and retractable teeth. Inspired by the goblin shark, I worked to capture its unique anatomy, which I can’t wait to see fully brought to life in-game! I'll hopefully be able to showcase this next month!

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[h2]RAR[/h2] - 3D Artist

Thank you to everyone who joined us for the live streams on YouTube this month! I’ve been working on the Purussaurus model, with regular progress shared each week. Your support and feedback mean a lot, and we’re excited to keep you updated as this massive predator takes shape. Catch me every Saturday as we continue working on bringing the Purussaurus to life!

End of day 1 of the live stream: - (WIP Purussaurus Model)



End of day 4 of the live stream: - (WIP Purussaurus Model)


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[h2]MiaMia[/h2] - 3D Artist

This month, I wrapped up updates on existing tools and weapons, refining them for implementation in the game. I’ve also started working on brand new assets, and it’s incredibly rewarding to see them come together in-game. Looking forward to creating more exciting items next month!



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[h2]MinizepWolf[/h2] - Programmer

Hello everyone! Here’s a quick summary of my progress:

  • QA Server: Prepped several features for testing, with plans for a major public update soon.
  • Settings Menu: Introduced options for Low, Medium, High, and Ultra graphics settings, along with custom settings for added control.
  • Tool Assets: Worked on importing basic tool assets and preparing them for integration.
  • Halloween Scenes: Helped create some spooky scenes for the season, which can be found on our YouTube video! - (Sounds recreated by Mayonnaise Eater)


Thanks for joining us on this adventure—we’re excited to see what the next month holds!