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Under a Desert Sun: Seekers of the Cursed Vessel News

Under a Desert Sun: Seekers of the Cursed Vessel - Beta 3.82

[p]Hey everyone! [/p][p]Once again there's allot of new stuff coming. I figured I'd make another devlog about it for easy consumption. For those who want to read more details, look below![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Quick summary of the huge systems that landed over the last patches:[/p][h3]🛡️ Wearables (Rings, Belts, Necklaces, Armor)[/h3][p][/p][p]Wearables can now be:[/p]
  • [p]Looted and equipped[/p]
  • [p]Grant stat bonuses and elemental resistances[/p]
  • [p]Provide item skills[/p]
  • [p]Correctly respect slot-types (ring → ring slot, etc.)[/p]
  • [p]Fully shown inside the polished, updated character inventory screen[/p]
[h3]🔫 Weapon Feel Overhaul (Major Upgrade)[/h3][p][/p]
  • [p]Recoil rebuilt from scratch — now fully IK-based and far more natural[/p]
  • [p]Reload behaviour now varies per weapon (shotguns/hand cannons take longer)[/p]
  • [p]Muzzle flashes replaced to match barrel length and weapon placement[/p]
  • [p]Fix: Auto-rifles (Thompson, MP40, shotgun) no longer have a “first shot delay”[/p]
  • [p]Overall gunplay is more responsive and grounded[/p]
[h3]📸 Character Screen Improvements[/h3]
  • [p]You now stand in a proper inventory scene with much better depth[/p]
  • [p]Character behaviour/pose updated[/p]
  • [p]Slots and visuals polished across the board[/p]
[h3]🔊 Audio Fixes[/h3]
  • [p]AudioListener now follows vertical movement properly[/p]
  • [p]Cleaned up enemy sound effects[/p]
  • [p]Enemies now have directional sound[/p]
[h3]🐛 Other Fixes[/h3]
  • [p]Fixed a hole you could fall into at Dweller’s Gate[/p]
  • [p]Fixed enemyTarget system keeping stale or unspawned (buried) enemies[/p]
  • [p]Various loot / UI / inventory fixes[/p]
[hr][/hr][h2]⚠️ Still missing (coming next):[/h2][p]Equipped items are not yet shown in the loadscreen.
This will be added soon so your character always visually matches your gear.[/p][hr][/hr][h2]🧪 Want to Help Test? We Need More Testers![/h2][p]If you want to try all of this early and help shape the ARPG layer of the game:
👉 Just give a shout — or join our Discord and hop into beta testing![/p][p]🔗 Discord:[/p][p]https://discord.gg/g5fK7Df[/p][p][/p]

Under a Desert Sun: Seekers of the Cursed Vessel - Loot and inventory update

[h2]Overview[/h2][p]This milestone marks one of the largest technical and gameplay updates to date — a full overhaul of the loot, inventory, and item stat systems. From this version onward, every weapon and item in the game is dynamically rolled, stored, and managed through a unified inventory and loot framework.[/p][p]Instead of making a long text I decided to make a devlog. Easier to watch/listen too and it gives nice footage of how everthing works![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]For the nitty gritty, here are the patch notes ;)![/p][p][/p][h2]PatchNotes B3.72[/h2][hr][/hr][h3]Additions[/h3][p]Inventory System[/p]
  • [p]Implemented the complete inventory framework:[/p]
    • [p]Players can store, equip, unequip, and drop items.[/p]
    • [p]Items persist properly between sessions using a rebuilt save/load structure.[/p]
    • [p]All previous saving paths have been unified into one logical system.[/p]
  • [p]Added a character stats panel integrated into the inventory UI, showing live player attributes.[/p]
  • [p]Implemented item slotting for weapons and other equipment.[/p]
  • [p]Added full support for dropping and destroying items directly from the inventory.[/p]
[p]Loot System[/p]
  • [p]Introduced the new randomized loot system:[/p]
    • [p]Items now roll stats, rarity, elemental effects, and item skills dynamically.[/p]
    • [p]Each base weapon can generate hundreds of thousands of unique variations.[/p]
    • [p]Added rarity tiers: Common, Rare, Epic, Legendary, Unique (uniques = custom hand-made items).[/p]
    • [p]Implemented a naming system that ties names to rarity, element, and skill effects (e.g. Shattered Frostbringer).[/p]
  • [p]Integrated elemental roll logic with rarity weighting:[/p]
    • [p]Higher rarity = higher chance for multiple effects.[/p]
    • [p]Added early effect set: Overheat, Life Leech, Ammo Drain, Reflect Damage.[/p]
  • [p]Item skills now roll per-item with rarity-based probabilities.[/p]
  • [p]Added visual loot feedback:[/p]
    • [p]Particle colors reflect rarity (gray → common, blue → rare, etc.).[/p]
    • [p]Small item names and optional rarity pillars appear nearby loot.[/p]
[p]Weapons[/p]
  • [p]Added Garand, Revolver, Sawed off Shotgun and MP40 weapon types.[/p]
  • [p]Each weapon type now uses its own firing behavior and fire rate profile.[/p]
  • [p]Added distinct “last shot” sound for semi-auto weapons like the Garand.[/p]
  • [p]Prepared infrastructure for future armor and special weapon expansions.[/p]
[p]Technical / Developer Systems[/p]
  • [p]Added loot cleanup system to automatically remove old drops and particles.[/p]
  • [p]Rewrote stat display logic into a modular component used across UI panels.[/p]
  • [p]Unified all weapon data handling for consistent saving/loading.[/p]
  • [p]Implemented hooks for future vendors, chests, and loot sources.[/p]
  • [p]Added developer debug tools to test roll distribution and performance under load.[/p]
[hr][/hr][h3]Improvements[/h3]
  • [p]Overhauled save/load stability to reduce corruption risk.[/p]
  • [p]Refined weapon icons for clarity and consistency.[/p]
  • [p]Balanced stat rolls and rarity progression for fair power curves.[/p]
  • [p]Increased rare/legendary drop rates for testing purposes.[/p]
  • [p]Integrated item stats directly into damage and combat formulas.[/p]
  • [p]Improved audio-visual feedback for pickup and equip actions.[/p]
  • [p]Enhanced tooltips to display full rolled stats, rarity, and effects.[/p]
  • [p]Adjusted XP and stat updates to reflect gear changes in real time.[/p]
  • [p]Streamlined item pickup to require a button press (no auto-pickup).[/p]
  • [p]Tuned stat multipliers to avoid extreme outliers.[/p]
  • [p]Laid groundwork for armor and additional item categories.[/p]
[hr][/hr][h3]Bug Fixes[/h3]
  • [p]Fixed inconsistent save/load of weapon slot data.[/p]
  • [p]Resolved dropped items not despawning after long sessions.[/p]
  • [p]Corrected stat mismatch between UI display and actual values.[/p]
  • [p]Fixed tooltip errors for rolled elemental and skill effects.[/p]
  • [p]Corrected pickup prompt conflicts when multiple items spawned together.[/p]
  • [p]Prevented negative stat rolls and invalid value generation.[/p]
  • [p]Addressed null references during heavy loot cleanup cycles.[/p]
  • [p]Fixed: Auto-rifles (Thompson, MP40, Shotgun) could have a delay on the first shot after idling.
    They now reset properly and fire immediately as intended. ✅[/p]
[hr][/hr][h3]Performance and Stability[/h3]
  • [p]Optimized loot entity handling to prevent frame spikes with large numbers of drops.[/p]
  • [p]Reduced VFX load via cap on active loot particles and scheduled cleanup.[/p]
  • [p]Improved determinism of stat roll calculations under heavy spawn conditions.[/p]
  • [p]Verified full compatibility under Unity 6.2 (2.8.1f) with preserved save data.[/p]
[hr][/hr][h3]Developer Notes[/h3]
[p]“With loot, inventory, and item systems now fully tied together — drops, rolls, rarities, elements, skills, equipping, saving, and cleanup — the foundation for the game’s progression loop is finally solid.[/p][p]Next up is populating the world with many more weapons and uniques to make that system shine. This update completely changes the game’s feel, and I can’t wait for you to get your hands on it.”[/p][p]— Raymond, Revolving Gear Studios[/p][p]Discord: https://discord.gg/g5fK7Df[/p]

Under a Desert Sun: Seekers of the Cursed Vessel - DEVLOG -LOOOOOOOTTTTTTTTT

[p]Alright everyone, this is a long one but I want you all allong for the journey so enjoy ;)! Ow and all the footage and images are work in progress. and taken in a very beautifully boring testmap..doh..;)[/p][p][/p][p]As you all know, the loot system needs to be part of the Early Access release.
We could get away without the entire thing for the short demo phase, but for the full release we need, among other things, proper loot — randomized and varied to make each playthrough fresh and rewarding.[/p][p]A loot system is not an easy thing. It’s not by chance that I chose not to include it in the demo yet (though the barebones were already there). But now that I’ve finally started and things are beginning to look like a proper loot and inventory system, I thought it would be a good time to share some of the progression.[/p][hr][/hr][h3]Step 1 – The Foundation[/h3][p][/p][p]It all began with a very rough prototype: rows of placeholder buttons representing “items” and a simple character view on the right. There was no real data, just structure — getting something that could be clicked, selected, and displayed.
At this stage, it was purely functional. The goal was to establish a base that could later handle proper item data, equipping, and saving.[/p][hr][/hr][h3]Step 2 – Equipping and Inventory Structure[/h3][p][/p][p]Once the basics worked, I started implementing the logic for weapon slots — main, sidearm, and melee. This meant rewriting how equipping worked entirely.
I also added saving and loading, so items stayed where they belonged after reloading the character.
By this point, the system could finally remember what you picked up, and it started to resemble an actual inventory.[/p][hr][/hr][h3]Step 3 – Giving It an Identity[/h3][p][/p][p]The first visual pass came next. The backpack UI was given its own proper material — aged leather, parchment textures, and rough paper slots. I cleaned up weapon icons, organized slot visuals, and added space for player stats.
It was still very barebones, but it began to feel like something you’d actually open mid-adventure.[/p][hr][/hr][h3]Step 4 – Loot Drops and Interaction[/h3][p][/p][previewyoutube][/previewyoutube][p]After the structure was in place, I turned to the world side of things: actual loot drops.
Enemies could now drop items that could be picked up through proper player interaction — no more auto-collecting. Items spawned with their own pickup logic, and everything began flowing through the new system.
Behind the scenes, this meant setting up the loot tables — a flexible structure that defines what kinds of items enemies can drop and at what chance.[/p][hr][/hr][h3]Step 5 – Randomization and Rarity[/h3][p][/p][previewyoutube][/previewyoutube][p]With pickups working, it was time to make loot interesting.
The system was expanded to include rarities, random stat rolls, and a flexible loot-rolling framework. Every weapon or item now rolls its properties when it drops, so no two items are identical.
Adding rarity also meant adding new visuals: colored particles for common, rare, and unique loot, and special indicators for rarer finds.[/p][p]This was the stage where everything started to click — the technical foundation met the fun part.[/p][hr][/hr][h3]Step 6 – Integration and Feedback[/h3][p][/p][previewyoutube][/previewyoutube][p]Next, I made sure all that randomness actually mattered. Items now display their stats directly in the inventory, allowing you to compare what you’ve found.
Stat rolls affect gameplay, rarities are instantly recognizable, and the data is properly saved and loaded with your character.[/p][p]I also added flair frames to the inventory view, giving rare items a distinct look. A quick glance now tells you whether you’ve picked up something special or just another worn pistol.[/p][hr][/hr][h3]Step 7 – Where We Are Now[/h3][p]Currently, the system supports weapon drops only, and I’ll need to run a lot of testing before it’s ready for the beta branch. Once stable, the next steps will be introducing armor drops and potentially other equippable item types.[/p][p]There are also smaller pieces of polish to add — sound cues, pickup effects, and subtle feedback elements to make looting more tactile and satisfying.[/p][p]And yes… now that players can actually open and manage an inventory, I quickly discovered the need to temporarily place the player in a safe spot where they can’t be attacked while doing so.
(Some players are definitely nodding right now — “Raymond… yeah… just yeah.”)[/p][hr][/hr][p]It’s been a surprisingly big journey from those first placeholder buttons to something that feels like a proper system. There’s still a way to go, but the foundation is here, and it’s working.[/p][p][/p][p]Love you all,[/p][p]Raymond[/p][p][/p][p][/p]

Under a Desert Sun: Seekers of the Cursed Vessel - Beta 3.51 Patch Notes

[p]So before I go on to early access prep and finilising the first act I am still doing some small mop up things for the demo as well as the EA beta. See below![/p][p]Improvements[/p][p]The “Back to Main” button now properly clears the screen when returning from the load character menu, resulting in a smoother and cleaner transition. 🔄✨[/p][p]Rewrote the tutorial text database to make it more streamlined and user-friendly from a development standpoint — much easier to manage and expand now. 🧠💾[/p][p]Added a subtle animation to the story sketches in the class intros, giving them a more connected and integral feel alongside the journal entries and voice acting. 🎨📖🎙️[/p][p]Bugfixes[/p][p]Fixed an issue where the delete button in the load screen would remain active after pressing Start, potentially allowing a character being loaded to be deleted.[/p][p]The delete button is now properly disabled and unavailable once you hit Start. 🗑️🚫[/p][p][/p][p]Starting tommorrow I wil work on bigger story related things and finishing act one for EA.[/p][p][/p][p]Kind regards,[/p][p]Raymond[/p]

Under a Desert Sun: Seekers of the Cursed Vessel - Beta 3.50 Patch Notes

[p]Well, it's been quite a few patches by now. And there are many more to come! Glad you are all tagging allong![/p][h3][/h3][p]Improvements[/p]
  • [p]Overhauled the tooltip system to simplify how it resets between different scene types (main game, start menu, etc.).
    Players shouldn’t notice any visible changes, but from a development standpoint, it’s now much easier to maintain and far cleaner under the hood. 🧩💻[/p]
  • [p]Made several small graphical and particle enhancements to polish visuals and improve overall atmosphere. ✨🌵[/p]
  • [p]Added more local ambient sounds in various areas to strengthen the sense of place and environmental immersion. 🎶🏜️[/p]
  • [p]Improved several sound effects — for example, the electric blasts during the first boss fight are now clearer and more impactful. ⚡🎧[/p]
  • [p]The second boss dungeon should now also feel much cleaner and more balanced in terms of sound. 🎵🏰[/p]
  • [p]The shield weapon now features improved 3D sound and new flight sound effects, adding more depth and impact. 🛡️💨[/p]
  • [p]Elemental shield skills now come with unique sound effects that match their respective elements, adding extra flavor to each variant. 🔥❄️⚡[/p]
[p]Bugfixes[/p]
  • [p]You can no longer cheese the first boss at the bridgeHAH! 🧀💀[/p]
[p]Kind regards,[/p][p]Raymond[/p]