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










---
[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.

---
[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)

---
[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:


---
[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!

---
[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.
---
[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!

---
[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!
---
[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)

---
[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!

---
[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!



















































