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Under a Desert Sun: Seekers of the Cursed Vessel News

Under a Desert Sun: Seekers of the Cursed Vessel - Open world Day/night cycle

[p]🌞 A little behind-the-scenes look at the day-night system I’m building for Under a Desert Sun: Seekers of the Cursed Vessel.[/p][p][/p][previewyoutube][/previewyoutube][p]What makes it interesting? It’s quite efficient—each object simply registers to a central “sun” and gets updated on the time of day. Lights switch on and off with slight randomness, so environments feel natural rather than mechanical.[/p][p]Particles also don’t just snap off—they’re given soft transitions so they fade or “burn out” naturally, keeping the immersion intact.[/p][p]Always fun finding small touches that make the world feel more alive![/p]

Under a Desert Sun: Seekers of the Cursed Vessel - Action trailer 1

[p]Progress is going fast. And since it is I thought it wise to make a short new trailer![/p][p][/p][p]Enjoy![/p][p][/p][previewyoutube][/previewyoutube]

Under a Desert Sun: Seekers of the Cursed Vessel - Character Select improvements

I've been working on various UI menus today, and the new game class/character select screen finally got the polish it needed. It always felt a bit unfinished—so I made some key improvements.

Two new additions were made to the screen, along with updated lighting that now also gives you a sneak peek at upcoming classes like Rafic and The Brute, both of which will be released later this year after the Early Access launch this summer.

My main goal was to make things clearer for players:

You can now easily see what each class does, thanks to the added class description.

It's immediately obvious which class each player has selected. In the video, Player 1 switches from Adventurer to Soldier, and the updated UI reflects that change clearly.

See it in action for yourself:
[previewyoutube][/previewyoutube]

Under a Desert Sun: Seekers of the Cursed Vessel - Player UI improvements

Hello Seekers!

As I’ve been working on all the class skills — both the Skillcard system and the special weapon skill tree — I realized it was time to overhaul the player UI as well.

Thanks to the wide variety of available skills, your characters can already differ quite a bit from each other, even if you pick the same class. I wanted to create a system where you can immediately see what you’re running:
– Which passive skill is active?
– Which active skill is currently slotted?
– Which elemental effect is applied to your bullets?

To solve this, I designed a set of small, elegant icons that integrate smoothly into the existing player UI. I deliberately avoided the typical bulky skill boxes you see in so many ARPGs — instead, I aimed for something more fluid and natural that fits seamlessly into the interface.

I hope you all like it! Let me know your thoughts.

Old player UI vs New:
[previewyoutube][/previewyoutube]

Giving it my all!

[previewyoutube][/previewyoutube]

Just so you all know to what extend I am willing to go to make this a succes..

Hope you tag allong for the ride ;)!