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YUMA

Development

16 Oct 2026

Devlog #12 • Smoke Over the Huts, Farlands & Northern Lights

Hearth flames, rising embers, under-lit woodsmoke and glowing windows at dusk, Northern Lights over the fjord, 3D far-forest crowns and leeward snow basins in the farlands, a full lighting and post-process pass, and a handcrafted camera, locomotion and input feel overhaul.

16 Oct 2026

Devlog #11 • Under a Real Sky

The sky over the new start was wrong in a way nobody could put a finger on. Now there are clouds, haze and golden evenings, the meadows stopped shining like plastic and the forest runs all the way to the horizon.

15 Oct 2026

Devlog #10 • Beasts, Draugr and the Hunt

Real animals in the woods, the restless dead with faces of their own, a troll that turns to stone in the sun, bows and butchering, sagas that send you hunting, and the first real winter.

14 Oct 2026

Devlog #9 • Faces of the North, a Map and the First Fields

Real Viking men and shield-maidens in wool and linen, a parchment map that fills in as you explore, fields of barley and rye through the seasons, fishing, and the first barrows with their restless dead.

14 Oct 2026

Devlog #8 • Longships, Clans and Bog Iron

Boats built entirely in code, rival clans living their own lives in the world, and iron smelted from the bogs the way the Vikings did it.

13 Oct 2026

Devlog #7 • Axes, Cold Nights and the First Winter

Animation built in code, a first combat system, cold and wet nights, food that spoils, and a playable first hour that ends with the first snow.

12 Oct 2026

Devlog #6 • Shores, Stones and Silence

The first playtest of the new world showed three problems: floating water edges, a world that felt like a steppe and a soundscape full of tropical birds. All three are fixed.

11 Oct 2026

Devlog #5 • A Continent, Four Seasons and Villagers Who Build

The island became a continent, the year got seasons, villagers build houses and the multiplayer foundation is in.

13 Dec 2025

Devlog #4 • Grass Is Growing, Trees Are Bald

Diving into terrain generation with refined noise tuning, smoother slope transitions, procedural grass foliage, and a new dynamic sky system.

6 Dec 2025

Devlog #3 • Engineering the Landscape

Moving from experimentation to engineering: A deep dive into Marching Cubes optimization, stochastic triplanar mapping, and noise pipelines.

30 Nov 2025

Devlog #2 • Procedural Voxel Landscapes for YUMA

A peek behind the scenes at YUMA's procedural voxel engine for terrain generation. Early experiments, crude screenshots, and the start of the Viking world coming to life.

25 Nov 2025

Devlog #1 • YUMA Roadmap & My Next Viking Adventure

A veteran survival gamer's perspective on YUMA, a Viking survival and settlement-building game. Procedural world, AI-driven gameplay, crafting, PvE, PvP, and multiplayer adventures.