Devlog #17: Small Month, Big Progress
Greetings, Martian Farmers! š±š
[p]February turned out to be a slightly shorter month, and so is this Devlog. Still, we managed to move quite a few things forward, and we are happy to share what we have been working on recently. [/p][p]Letās take a look! [/p][p][/p][h2]Visuals[/h2][p][/p][h3]Composter[/h3][p]We updated the 3D model of the Composter to add more detail and make its upper section more fabric-like. This change will allow us to animate it properly. [/p][p]The idea is simple: when compost is being produced, the upper part slowly inflates as if it is filling up. After the cycle finishes, it deflates again. A small detail, but it gives the machine a bit of life. [/p][p]Here are a few recent ones:
[/p][p]Orange Robot Core.[/p][p]SHE'S TOUCHING ME[/p][p]HOLD HIM TIGHT![/p][p]
[/p][hr][/hr][h2]Gameplay & Environment[/h2][p] We are getting close to finishing a large internal rework of the automation and processing algorithms. While you might not immediately see all the technical details, these changes make the game systems much more stable and predictable. In the long term this also helps us prepare the architecture for a future cooperative mode. [/p][p][/p][p]Also we continued working on the cave area behind the bunker. The cave is now properly connected with the elevator structure and the surrounding environment. We spent time shaping the terrain, refining the cave walls, and building the material that will define its final look. [/p][p][/p][carousel]
Whatās Next? š
[p][/p][p]In March we want to:[/p]- [p]Improve player control, clarity, and progression through automation and UI updates[/p]
- [p]Expand narrative and world systems beyond the demo scope and continue working on the cutscene[/p]
- [p]Work on deeper economic systems, progression layers, and world simulation[/p]
- [p]Prepare a stable foundation for Alpha testing and further polishing[/p]