Developer Update #4 - 15/07/2025
[h2]Hey there, Survivors![/h2]
[h2]Today, we are coming to you with a fourth Developer Update to keep you in the loop on our development progress! Let's jump into it![/h2]

[h3]Concept Art[/h3]
This month, the art team has been busy refining key visuals that shape the atmosphere of our world. New mood and biome-specific palettes, helping us nail down the look and feel of Sigma Century’s alien flora and environments.




[h3]Environnements[/h3]

Not in-game footage, work in progress paint over of the creature's nest design.


Some more iterations on our procedural environment pipeline. Now including large rock formations, modular terrain features, and vegetation clusters that dynamically adapt to each biome. This will help us keep environments fresh and varied throughout the game.
[h3]Creatures[/h3]
Animation tests for our new creatures are in progress!




[h3]UI[/h3]

Initial layout mockups are underway for the user interface around the Cycles, one of the game’s core pillars.
These cycles influence whether you’ll venture out to gather resources, hunt creatures roaming the world, or stay back and pray your base holds against the incoming swarm.
We’re prototyping different ways to present this information clearly and make sure players feel the pressure (and opportunity) each cycle brings.
[h3]Defenses[/h3]
This week, we introduced the Turret Mk1 to our defensive toolkit.
It’s designed as an early-game, low-cost option: helpful for fending off small creatures or stray threats, but intentionally kept quite weak, so players still need to stay alert and actively defend their base.
The team is now playtesting its range, firing rate, and visual feedback to make sure it feels useful without making the early game too easy.
Concept

In progress modeling & texturing

[h3]In Game previews[/h3]
We’ve got some fresh in-game shots to share!
They show our new creature animations and early environment passes coming together. It’s still a work-in-progress, but it feels great to see things starting to click visually.
What do you think? We’d love to hear your first impressions and feedback!



[h2]Today, we are coming to you with a fourth Developer Update to keep you in the loop on our development progress! Let's jump into it![/h2]

[h3]Concept Art[/h3]
This month, the art team has been busy refining key visuals that shape the atmosphere of our world. New mood and biome-specific palettes, helping us nail down the look and feel of Sigma Century’s alien flora and environments.




[h3]Environnements[/h3]

Not in-game footage, work in progress paint over of the creature's nest design.


Some more iterations on our procedural environment pipeline. Now including large rock formations, modular terrain features, and vegetation clusters that dynamically adapt to each biome. This will help us keep environments fresh and varied throughout the game.
[h3]Creatures[/h3]
Animation tests for our new creatures are in progress!




[h3]UI[/h3]

Initial layout mockups are underway for the user interface around the Cycles, one of the game’s core pillars.
These cycles influence whether you’ll venture out to gather resources, hunt creatures roaming the world, or stay back and pray your base holds against the incoming swarm.
We’re prototyping different ways to present this information clearly and make sure players feel the pressure (and opportunity) each cycle brings.
[h3]Defenses[/h3]
This week, we introduced the Turret Mk1 to our defensive toolkit.
It’s designed as an early-game, low-cost option: helpful for fending off small creatures or stray threats, but intentionally kept quite weak, so players still need to stay alert and actively defend their base.
The team is now playtesting its range, firing rate, and visual feedback to make sure it feels useful without making the early game too easy.
Concept

In progress modeling & texturing

[h3]In Game previews[/h3]
We’ve got some fresh in-game shots to share!
They show our new creature animations and early environment passes coming together. It’s still a work-in-progress, but it feels great to see things starting to click visually.
What do you think? We’d love to hear your first impressions and feedback!


