Terrain

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.

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.

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.

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.

Devlog #3 • Engineering the Landscape
Moving from experimentation to engineering: A deep dive into Marching Cubes optimization, stochastic triplanar mapping, and noise pipelines.

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.
