Progress Tracker

How far along Springfall is

This is the developer's own grading table, published as it changes — not a marketing summary written after the fact. Every system below is broken into features, and each one carries the stage it has actually reached. Nothing here is rounded up, and nothing here is final — Springfall is unreleased and in active development.

64% overall

Averaged across 114 features in 23 systems. Last graded .

A percentage is a stage, not a promise, and it measures progress rather than quality. “Code complete” means written and compiling — it does not mean you would enjoy playing it yet, and it does not mean it will ship in that form.

  • Planned Designed, not started.
  • Code complete Written and compiling, not yet run in the game.
  • Working in-game Runs in the game and has been checked.
  • Playtested Actually played, and it held up.
  • Shipped Done — played, art in, and written up in the wiki.
  • On hold Paused on something else landing first.

Characters & AI

Colonists, the unified AI brain, needs, origins, bodies and animation.

74% 17 features

The colonists themselves — how they think, what they need, and what makes each one a specific person rather than a unit. One shared brain decides what everybody does next, weighing danger, hunger and tiredness against whatever job they were given.

  • AI Behaviour Tree Code complete
    50%

    The decision-making every colonist runs on. It settles what someone does next by working down a fixed order of priorities — get clear of danger, deal with a critical need, finish the current task, take a queued one, look for work, otherwise wander — so behaviour stays predictable and you can usually tell why somebody did what they did.

  • Character Animation Working in-game
    70%

    Movement built by blending clips rather than switching between them, so a colonist accelerates, turns and stops smoothly instead of snapping between walk and run, and actions like swinging or working layer on top of whatever they are already doing.

  • Character Genetics Working in-game
    70%

    Colonists inherit their looks and some of their physical make-up from their parents, so families visibly resemble one another. The same framework is what allows for more than one race in the world rather than everyone being a variation on the same body.

  • Character Leaning (procedural body lean) Working in-game
    70%

    Bodies lean into what they are doing — banking into a turn, pitching forward when setting off, rocking back when braking. Small on its own, and the main reason movement reads as weight rather than as a model sliding along the ground.

  • Character Names Playtested
    90%

    Names are generated to suit where a person came from, so a colonist raised among one faction does not carry a name that belongs to another. It is a quiet thing that does a lot of work in making the world feel populated by somewhere rather than by a name list.

  • Character Origins Playtested
    90%

    Building your hero before you set foot in the world — where they come from, what they look like, and the life they lived. You pick a heritage and then a background for each stage of their life, and the choices stack into starting skills, traits and gear.

  • Emotes Taunts Code complete
    50%

    Colonists gesture: cheering, taunting, greeting, reacting. It is what makes a crowd read as people rather than as figures standing still between tasks.

  • Entity Spawning Shipped
    100%

    The single path everything living comes into the world through — colonists, heroes, raiders and animals alike. Having one route means a body is always assembled, equipped and placed properly, wherever it came from.

  • Held Light Sources Code complete
    50%

    A carried torch or lantern actually lights the ground around whoever is holding it, and lights itself when they go underground or when night falls. Wooden torches burn down while lit, so light is something you have to keep supplied.

  • Hero Party Playtested
    90%

    Taking a handful of colonists with you rather than the whole settlement. You form a party, give it a formation and orders, and it follows you down into a dungeon while the colony carries on above.

  • Need consequences Working in-game
    70%

    What actually happens to a colonist you do not look after — the warning colours, collapsing from hunger, starving outright, and losing their grip when mood bottoms out. Needs having consequences is what makes looking after people a real part of the game.

  • Needs Shipped
    100%

    Colonists get hungry, tired, lonely and unhappy on their own, and go and do something about it without being told. Reading those needs and keeping ahead of them is most of the day-to-day of running a colony.

  • Sidekick Armour Sets Code complete
    50%

    Full armour sets with their own silhouettes, favoured by different factions, so what someone is wearing tells you something about them. Any character can wear any of it — armour is not gated by who you are.

  • Health & body system Working in-game
    70%

    Wounds are tracked part by part rather than as one health bar. Injuries bleed, a badly hurt colonist goes down instead of dying outright, and someone has to reach them and treat them — which turns a bad fight into an aftermath rather than a casualty count.

  • The colonist itself Shipped
    100%

    What a colonist actually is underneath: their needs, their job, their skills, attributes and traits, all of it visible in one panel. Everything else in the game reads from this.

  • Mood & morale Code complete
    50%

    Neglected needs, personality traits and what someone is carrying all add up into a mood you can read — and the panel shows you the individual lines, so you can find exactly what is dragging a person down instead of guessing.

  • Sleep & rest Shipped
    100%

    How colonists get their energy back: their own bed, any free bed, a roofed room, or the bare ground — in that order of preference, and with a real difference between them. Building beds early pays for itself.

Combat & Abilities

Melee, ranged, blocking, abilities, units and hostile perception.

66% 11 features

Fighting, in real time and without pause. You can take direct hold of one character and swing, block and parry yourself, or stand back and command the rest through stances and squad orders while they fight on their own.

  • Ability Effects Working in-game
    70%

    Special actions unlocked as colonists level — combat spells, but also a medic's heal or a farmer's growth boost. They sit on an action bar to trigger by hand, and colonists will use them sensibly on their own if you would rather not micromanage.

  • Battle Spawner Code complete
    50%

    A tool for staging a set-piece battle — two sides, chosen sizes, chosen ground — used to test and tune how large fights actually play out rather than guessing at it.

  • Blocking Parry Working in-game
    70%

    Hold to block, time it right to parry. Blocking bleeds damage off a blow; parrying turns it aside entirely and leaves the attacker open — which is the risk-and-reward that makes hands-on fighting worth doing yourself.

  • Combat Classes Code complete
    50%

    A character who arrives ready to fight arrives as something in particular — armed, and with abilities that suit the weapon in their hands, rather than as a blank with a sword.

  • Gear Loadout Working in-game
    70%

    Colonists arm and armour themselves from what the colony has, picking sensibly for their role instead of waiting to be dressed. Weapon type matters: a dagger is fast and a great axe is not, and that difference is the choice.

  • Hostile Perception & Combat Intelligence Working in-game
    70%

    Enemies have to actually notice you. They have sight and awareness rather than knowing where everyone is, and different enemies are differently sharp about it — so positioning, darkness and distance are all worth something.

  • Unit Command Working in-game
    70%

    Grouping colonists into a squad with a leader and a tactic, so you can command a formation instead of one person at a time. The difference between fighting a battle and clicking twelve people individually.

  • Units & Tactical Combat Working in-game
    70%

    Squads that hold a formation while they move and fight — patrolling a route, holding a line, advancing together — so a defence is something you can arrange in advance rather than assemble mid-raid.

  • Weapon Holstering Playtested
    90%

    An equipped weapon is visibly sheathed on the back or hip when it is not in use, and drawn when it is. You can see at a glance who is armed and who is working.

  • Advanced AI combat system Working in-game
    70%

    Fighters who position themselves rather than walking straight at the nearest target — archers hanging back, melee closing, a line that holds together. It is what stops a battle collapsing into one mob.

  • Combat feel (hysteresis, hit-stop) Code complete
    50%

    The timing and weight of a swing: stopping properly before attacking rather than firing mid-sprint, and hits that connect with something behind them. Aimed squarely at making melee feel like contact rather than an animation playing.

Progression & Traits

Skills, attributes, levelling, skill trees, traits and knowledge.

78% 4 features

How a colonist gets better. Skills grow by doing the work, attributes creep up alongside them, and levelling hands you real choices — which ability to buy, which trait to take — rather than an automatic stat bump.

  • Knowledge System Code complete
    50%

    Not everything is learned by levelling up. Some abilities, recipes and building pieces are meant to be found in the world, granted by a faction, earned at a Mana Spring or taken off something difficult — so exploring and dealing with people are routes to power too.

  • Skill Trees & Level-Up Playtested
    90%

    Levelling hands you a decision. Ability points buy nodes on a tree, attribute points raise what a colonist is capable of, and traits arrive at milestone levels — so two colonists with the same job can end up genuinely different.

  • XP & progression system Working in-game
    70%

    Skills grow by being used rather than by being assigned — a colonist who chops all day gets better at chopping. Attributes rise slowly alongside them, and levels come off the total, which means progress happens as a consequence of how you actually play.

  • Traits Shipped
    100%

    The personality quirks that make each colonist a specific person: what they are good at, what wears on them, and what they will not put up with. Traits pull on mood, work speed and how someone reacts to the day, and they are a large part of why a colony has a cast rather than a headcount.

Jobs, Tasks & Hauling

Work discovery, assignment, the job board, designations and hauling.

60% 5 features

How work actually gets done without you clicking every task. Colonists find jobs themselves from what the colony needs and what each of them is set to prioritise; you steer by setting priorities and marking things for work, not by giving orders one at a time.

  • Harvest Designations Playtested
    90%

    Mark a whole area of trees, rocks or game for work in one drag instead of clicking each one. Colonists with the matching job come and clear it, and you can confine a worker to only what you have marked.

  • Job Board On hold
    0%

    Posting an outcome instead of a task — "harvest and store 100 wood", "hunt ten deer" — and letting the colonists who can do it organise themselves around it. Aimed at steering a colony by goal rather than by instruction.

  • Task Lines Playtested
    90%

    Lines drawn on the ground showing what a selected colonist is working on and what they will do next. The quickest way to answer "why is that person walking over there".

  • Task Nodes Working in-game
    70%

    Every kind of work a colonist can perform — hauling, chopping, crafting, healing, butchering, fighting, tending a prisoner — built as interchangeable pieces. It is why jobs can be combined and extended without the AI having to be rewritten each time.

  • Job Tiers Code complete
    50%

    A colonist has civilian work and, separately, a combat role. Keeping the two apart means putting someone on the wall for a raid does not lose you their day job, and calling the all-clear puts them back to it.

Building & Construction

Modular build pieces, blueprints, rooms, doors, zones and cutaway.

73% 6 features

Placing foundations, walls, floors, roofs and doors, and the consequences of doing it well. A sealed room takes its name and its warmth from what you put inside it — a bed makes quarters, a forge makes a smithy — and a badly braced structure will tell you where its weak point is.

  • Building Cutaway View Code complete
    50%

    Walls and roofs between you and the inside of a building fade away as you look at it, so you can watch what is happening indoors without pulling the structure apart or fighting the camera.

  • Building Intelligence Shipped
    100%

    The game reads what you have built. A sealed room is named by what is inside it — a prisoner bed makes a cell, a forge makes a smithy, a bench makes a kitchen — it carries a real temperature, and a building will tell you which part of it is the weak point.

  • Colony Doors Working in-game
    70%

    Doors that behave like doors: they swing open for whoever walks up and fall shut behind them. They can also be held shut as a cell door or barred as a gate — and something on the wrong side of a barred door will start breaking it down.

  • Modular Building Shipped
    100%

    Placing foundations, walls, floors, roofs, stairs and doors that snap together properly. You put down blueprints and colonists build them from the colony's stock, so building is something the settlement does rather than something that appears when you pay for it.

  • Player Blueprints & the Blueprint Hologram Code complete
    50%

    Save a building you have designed and stamp it down again elsewhere. Pieces also look different depending on where they are up to — being placed, planned, or finished — so a site under construction reads as one at a glance.

  • Zones Working in-game
    70%

    Paint an area on the ground and say what it is for — a stockpile, a crop field, a butcher's yard. No materials and no construction, just a boundary you can redraw whenever you like, which makes organising a colony cheap to change your mind about.

Crafting & Workstations

Recipes, bills, workstation tiers, the forge and craft feedback.

70% 3 features

Turning raw materials into tools, weapons, armour and refined goods. You set standing work orders rather than crafting item by item, and the bench a colonist stands at decides how fast the work goes and how good it comes out.

  • Craft Celebration Code complete
    50%

    Finishing something worthwhile is visibly an event rather than an item appearing in a stockpile — the colony reacts when a good piece comes off the bench.

  • Weapon Forge Playtested
    90%

    Making weapons and armour rather than finding them: ore into bars, bars into blades, at a forge, by a colonist whose skill decides how well it comes out.

  • Workstation Tiers Accessories Working in-game
    70%

    Benches come in tiers — a campfire, a stone hearth, a stove — and accept accessories placed beside them. Upgrading the bench you already have is usually worth more than building a second one, which is the decision the tiers exist to create.

Resources, Items & Economy

Resource nodes, the item library, condition, stockpiles and instancing.

72% 6 features

Where everything comes from and where it ends up: wood, stone, ore, food, and the items made from them. Stockpile priority is the main lever — set it well and the colony sorts itself out without a single direct order.

  • Item Art Gap Register Code complete
    50%

    The running list of which items still need artwork, so nothing ships as a placeholder by accident. Housekeeping, and the reason the item library looks finished rather than patchy.

  • Item Condition Playtested
    90%

    Two swords of the same kind are not the same sword. Each carries the quality it was made at and the condition it is in — and armour stripped off the dead carries something else besides, which colonists have opinions about wearing.

  • Stockpile Grid Shipped
    100%

    Stored goods physically sit in the stockpile you painted, stacked and visible, so you can walk past a store and see what the colony actually has instead of opening a menu.

  • World Item Instancing Code complete
    50%

    The thousands of loose items lying around the world are drawn in bulk rather than as thousands of separate objects. Invisible when it works, and the reason a well-stocked colony does not cost you frames.

  • Item content pipeline Working in-game
    70%

    The route a new item takes from idea to something you can pick up — its stats, its icon, its world model and its recipe — so the library can grow steadily instead of one item at a time by hand.

  • The resource economy Working in-game
    70%

    Where wood, stone, ore and food come from, and how a colonist decides where to put a load down. Stockpile priority is the lever: set it well and you steer the whole colony without giving a single direct order.

Farming, Food & Fishing

Crops, growth seasons, the food policy, cooking and fishing.

72% 5 features

Growing and catching your own food instead of living off what you find. Crops run on the seasons, so what you can plant depends on the time of year, and a colony that does not plan for winter finds out about it in winter.

  • Farming Playtested
    90%

    Drag out a plot, pick a crop and put a Farmer on it. Ploughing, sowing, watering and harvesting all run on the seasons, so what you can plant depends on the time of year and planning a year ahead is the actual skill.

  • Fishing Working in-game
    70%

    Working the water for food. A Fisher will work a bank on their own, or you can take a rod in hand yourself and strike the bite and play the fish out by feel.

  • Food & Consumable Item Art Code complete
    50%

    Every food and consumable in the game has its own icon and its own model on the ground, so a meal is a recognisable object rather than a generic sack.

  • Modelling brief Code complete
    50%

    The specification the food models were made to, so everything edible in the world matches in scale and style instead of being assembled from whatever was to hand.

  • Food Policy Shipped
    100%

    Named diet rules you write once and assign to whoever you like — so you can let the fighters eat the good meals and put everyone else on field rations, and change your mind for all of them at once.

Wildlife & Corpses

Wild animals, livestock, hunting, corpses and butchering.

85% 2 features

The animals living in the world around you — some worth hunting, some best left alone — and what is left behind afterwards. A carcass is a real object that has to be carried home and butchered before it becomes food.

  • Wildlife & livestock AI Shipped
    100%

    Deer, wolves, bears and others live in the land beyond your settlement, and they behave differently: some flee, some fight only when cornered, and wolves will hunt you in packs.

  • Corpses & butchering Working in-game
    70%

    What is killed stays where it fell. A carcass is a real object that has to be carried home and butchered for meat and hide before it rots — so hunting is a supply chain rather than a pickup.

World Generation & Terrain

Terrain, plateaus, rivers, roads, cliffs, weather, sky and fog of war.

52% 9 features

The land itself, generated fresh for each new game: terrain and cliffs, rivers and roads, the turn of the seasons, the weather overhead, and the fog that hides everything you have not yet walked to.

  • Cliff Formations Code complete
    50%

    Cliff edges are dressed with real rock formations you can stand on and mine, so the boundary between high ground and low reads as landscape rather than as a wall the map stops at.

  • Dragon Graveyard Code complete
    50%

    A rare thing to stumble across: the colossal remains of one of the Old Things that grew vast beside the Springs before the Sundering. Mostly it is there so that exploring can turn up something that stops you.

  • Fog of War + Perception + Notifications (Exploration foundation) Working in-game
    70%

    You can only see so far. Torches, lit buildings and simply moving colonists around push the fog back, so the map is revealed by going and looking rather than handed to you at the start.

  • Plateau Terrain Code complete
    50%

    Flat-topped, cliff-skirted formations — mesas, bluffs and low tables — with a countable number of ways up. They give the land shape and make high ground something worth holding.

  • Season & Weather Code complete
    50%

    The year turns through spring, summer, autumn and winter. The canopy changes colour and thins, snow settles, and what you can plant changes with it — so the calendar is a pressure rather than decoration.

  • Sky / Day-Night Skybox Shipped
    100%

    A real day and night, with the sky to match and storms that sweep through with their own look and sound. Night is not just darker: it changes what colonists can see and do.

  • World Context Code complete
    50%

    Only one place runs at a time. While you are down a dungeon the colony above is suspended and settled up when you return, so a delve does not mean leaving home unattended for hours of real simulation.

  • World Palette & Stylized Terrain/Grass Code complete
    50%

    The colour of the natural world — terrain, grass, foliage and rock — tuned together from one place so the whole map reads as one painting instead of a set of separately-chosen greens.

  • Road movement zones Planned
    0%

    The plan is for roads to be worth using: travel along one is faster than cutting across country, so where a road runs shapes where people and caravans actually go.

Vegetation & Rendering

Grass streaming, trees, biomes, destruction and the render budget.

50% 4 features

The forests, grass and rock that cover the world, and the work of drawing tens of thousands of them without the game slowing down. Trees are grown procedurally rather than placed by hand, and they can be felled.

  • Synty PolygonNatureBiomes (PNB) Code complete
    50%

    The ground cover, rocks and rubble that make one part of the map look unlike another, so terrain reads as a place rather than as a textured surface.

  • Tree Rock Destruction Code complete
    50%

    Chopped trees wobble and fall, leaving a log you can still work; mined rock cracks visibly as it goes and shatters into rubble at the end. Harvesting looks like something happening to the world.

  • Vegetation Code complete
    50%

    Grass is drawn densely around wherever you are looking and streamed in as you move, so the ground stays covered without the whole map's worth of it being rendered at once.

  • Vegetation Code complete
    50%

    Forests are grown rather than placed — each species has its own shape and habits, and trees are scattered by the terrain itself. Every one of them is a resource node you can fell.

Settlements & Props

Settlement generation, room dressing, the prop catalogue and placement.

54% 5 features

The world is not empty. Hamlets, villages and towns grow along the roads, each platted around its own streets, and the rooms inside them come furnished according to what they are for.

  • POLYGON Fantasy Kingdom Code complete
    50%

    The art kit the built world is made from — walls, roofs, doors, props — adopted at a single consistent scale so player building and generated towns are made of the same material.

  • Prop Catalog Second Wave Code complete
    50%

    The second wave of furniture and set dressing: the racks, barrels, tools and clutter that make an interior look lived in rather than furnished with the same four objects.

  • Prop Placement Working in-game
    70%

    Furniture and workstations are placed the same way buildings are — chosen from a palette, previewed, checked against the surface they are going on, and then built. Beds, benches and chests are objects colonists actually use.

  • Settlement Set-Dressing Code complete
    50%

    Rooms you find in the world come furnished, and furnished to suit what they are — a workshop with its benches, a bedroom with its chest, a tavern with its tables. Rooms you build are left empty for you to fit out yourself.

  • Settlement Generation Code complete
    50%

    Hamlets, villages and towns grow along the roads, each platted around its own streets, with a market at the busy end and a smithy out on the edge. Buildings are sized to what they are for, so a town reads as somewhere that grew.

Dungeons & Delving

Dungeon generation, chasms, loot, delve parties and the spring reveal.

70% 2 features

Stone halls buried under the surface, generated fresh every time you find one. You take a party down for the recipes, resources and loot in them, and something is usually waiting at the bottom.

  • Dungeon Chasm Code complete
    50%

    A hole cut through a dungeon corridor with stepping stones across it and a spiked pit underneath. You jump it yourself; your party is carried across without falling short.

  • Dungeon System Playtested
    90%

    Stone halls buried below the surface, generated fresh each time you find one — corridors, traps, chests, rare resources and something waiting at the bottom. Delving is where recipes and materials come from that the surface will not give you.

Mana Springs & Magic

Springs, channelling, corruption, the Abyss and magical effects.

35% 2 features

Magic as a resource you have to go and get. Springs of raw mana are scattered across the world, rare and worth holding — channel one to fuel rituals and spellcasting, and defend it, because what wants to corrupt it is not passive.

  • Mana Springs Working in-game
    70%

    Rare springs of raw magic dotted across the land. Channel one and it feeds a colony reserve that pays for rituals and spellcasting — but a Spring left undefended can be desecrated, and corruption spreads from there.

  • Ley vein graph Planned
    0%

    The plan is for Springs to be connected underground rather than standing alone, so holding one affects its neighbours and the map has a magical geography worth reading.

Factions, Diplomacy & Lore

Faction AI, diplomacy, expeditions, the leader, court and narrative events.

41% 8 features

Six powers with their own interests, watching your settlement from beyond the map. They trade, scout, demand, ally and attack, they remember how you have treated them, and your own leader answers to a court at home.

  • Court Narrative Code complete
    50%

    The throne room has a voice. Your leader opens the matter in their own words, the colonists summoned to it speak, and the hall answers when the ruling lands — a good wedding is cheered, a botched burial is met with weeping.

  • Factions Code complete
    50%

    The six powers competing over what the Springs still give. Each wants something different from you, projects agents and force into your world, learns from how you behave, and grows or weakens by what happens.

  • Leader Ceremony UI Code complete
    50%

    One panel for everything a leader performs at the throne: hearing a grievance, receiving a delegation, proclaiming an edict, and the gathered ceremonies — marriage, burial, rites, execution — that convene the colony to watch.

  • Leader System Playtested
    90%

    Your hero, or whoever you appoint, has leadership to spend on settling disputes, issuing colony-wide edicts and resolving matters between factions — all of it done at a physical throne, so ruling is a place you go rather than a menu.

  • Religion system Planned
    0%

    The plan is for belief to matter: colony faiths drawn from the world's real religions, with the practices and frictions that come with them.

  • Social relationships Playtested
    90%

    Colonists form opinions of each other — friendships, rivalries, families — and those relationships feed back into mood and behaviour, so a colony develops its own internal politics.

  • Exploration events Planned
    0%

    The plan is for the map to have things worth walking to: discoveries, encounters and situations that arrive while exploring rather than only at the settlement.

  • Faction vs faction warfare (Ph5) Planned
    0%

    The plan is for the six powers to fight each other and not only you, so the map's balance can shift without your involvement and a rival's defeat is something that can simply happen.

Prisoners & Captives

Capture, cells, wardens, recruitment and the prison loop.

70% 1 feature

Taking an enemy alive instead of finishing them, and what you do with a person once you have them. A cell, a warden, and a slow programme of work that ends with them recruited, ransomed, released — or not.

  • Prisoners Working in-game
    70%

    Take an enemy alive instead of finishing them, hold them in a cell, and put them on a programme a warden tends over days — talk them round, break them, question them, ransom them, or let them go. Winning a fight becomes a decision rather than a result.

Threats & Hostiles

Bandit spawning, raid pacing, danger escalation and dynamic threats.

70% 1 feature

The pressure that stops a colony from simply accumulating. Raids build in size and frequency as you grow, so a settlement that gets rich without getting defended is a settlement making a choice.

  • Hostile spawning & raids Working in-game
    70%

    Raiders arrive in waves that build with the colony. Growing rich and staying undefended is a choice the game will eventually ask you about.

Save & Load

Persisting and restoring a colony: world, characters, buildings and items.

90% 1 feature

Putting a colony down and picking it back up: the world, everyone in it, everything built and everything stored, restored as you left it.

  • Save & load Playtested
    90%

    Saving and reloading a colony with everything in it — the world, every colonist and what they were doing, everything built, everything stored, and where the factions stood with you.

Trading & Visitors

Merchants, trade posts, caravans and visitor recruitment.

85% 2 features

Merchants and travellers who come to you. Prices move with what a faction thinks of you and with what they actually need, and some visitors are worth more than their goods.

  • Known Visitor Recruitment Working in-game
    70%

    Sometimes a traveller arrives who already has ties to one of your colonists. Over a visit or three you can earn them or buy them out of their faction — which makes a caravan worth greeting rather than just trading with.

  • Trading & merchants Shipped
    100%

    Buying and selling with travelling merchants. Prices move with what a faction thinks of you and what they actually need, so standing with a power is worth real money.

UI Framework & Panels

The custom UI framework, inspector, interaction menu and cursor.

59% 8 features

Everything you look at and click. A custom interface built for this game rather than assembled from defaults — panels, the inspector that explains any object in the world, and a cursor that tells you what is under it.

  • Cursor System Shipped
    100%

    The pointer tells you what is under it — a sword over an enemy, an arrow over anything you can inspect — so you know what a click will do before you make it.

  • Talking Face Working in-game
    5%

    Narrative and faction events are delivered by an animated face that blinks, holds an expression matching the tone, and talks while the line is on screen, rather than by a block of text on its own.

  • Inspection System Code complete
    10%

    Every object in the world can explain itself. Inspect anything — a colonist, a wall, a tree, a chest — and get the properties that actually matter for it, plus the things you can do to it.

  • Interaction Menu Shipped
    100%

    Click, drag-select and right-click your way around the colony. One consistent set of rules for what selecting and inspecting mean, applied to everything in the world.

  • Resource Sidebar Playtested
    90%

    A thin strip down the left edge showing what the settlement has in stock, so the number you check most often is always on screen and never more than a glance away.

  • Selection Outline Code complete
    50%

    A coloured outline around whatever you have highlighted, drawn over the top of everything else, so a selected colonist stays findable behind a building, a tree or a hill. The colour tells you whose side they are on.

  • UI Framework Code complete
    50%

    The interface toolkit the panels are built from — consistent windows, lists, bars and buttons — so every screen in the game behaves the same way instead of each one being hand-made.

  • In-game wiki codex Working in-game
    70%

    An in-game compendium you can open to read how a system actually works, written for players and kept in step with the game rather than with a wiki someone has to remember to update.

VFX & Game Feel

Slash and fire effects, combat text, screen feedback and celebration.

58% 5 features

The part that makes an action feel like it landed: the arc of a swing, the flash and shake of a hit, numbers rising off a wound, and a colony that visibly reacts when something goes well.

  • Floating Combat Text Code complete
    50%

    Damage, healing and critical hits rise off whoever they happened to, so a fight is readable while it is happening rather than afterwards from a health bar.

  • Fire VFX Code complete
    50%

    Flame that behaves like flame — torches, hearths and burning things — because a lot of this game happens at night or underground and fire is most of what you see by.

  • Screen Combat Feedback Code complete
    50%

    Being hit registers on the screen itself: an arc showing where the blow came from, a red edge for damage, a different one for healing, and a held-on look while something is poisoning you.

  • Slash VFX Playtested
    90%

    The swept arc a weapon leaves through the air on a swing — the difference between an animation playing and a blow being struck.

  • Victory Celebration Code complete
    50%

    When a fight is won, the colony reacts — cheering rather than simply going back to work. The moment a raid ends should feel like it ended.

Audio & Music

The audio system, voice stealing, music and workstation sound.

70% 1 feature

Sound and music — ambience that changes with where you are and what time it is, work that you can hear happening, and a score that follows the state of the colony.

  • Audio Working in-game
    70%

    Sound across the whole game: ambience that follows where you are and what time it is, work you can hear happening, combat, and music that tracks the state of the colony.

Build, Performance & Tools

The build pipeline, perf diagnostics, batching, difficulty and dev harnesses.

62% 6 features

The parts with no in-game surface but a direct effect on playing: performance work, the build itself, difficulty settings and the tools used to test everything else.

  • Batch Tick Code complete
    50%

    Thousands of objects in the world share one update loop instead of each ticking on its own. Entirely invisible, and a large part of why a big colony stays playable.

  • Colony Emulation Code complete
    50%

    Running the colony abstractly while you are not watching it — so time spent down a dungeon settles sensibly upstairs instead of the settlement simply pausing.

  • Difficulty & Start Scenarios Working in-game
    70%

    Choose how hard the world pushes back and what your colonists arrive with. Set when you start a new game, and changeable afterwards from Settings if you picked wrong.

  • Perf Diagnostics Code complete
    50%

    A live frame-rate and memory readout inside the real game, with a log written to disk — so performance is measured on an actual build rather than guessed at in the editor.

  • Playtest Resource Caches Code complete
    50%

    A dev tool that drops crates of stocked resources on demand, so a specific situation can be set up and tested in seconds instead of played towards for an hour.

  • Start scenarios & first hour Shipped
    100%

    What you get on the first morning, and what there is to do with it — landing, getting oriented, getting fed, and getting something built before dark.

Graded by hand against the codebase, then published straight from the development tracker — so it is accurate about what exists today, not about what will exist at release. System names, feature names, stages and percentages are all provisional and change without notice. The devlog is where each pass gets written up with the measurements behind it.