For the first days of development the player seen in third person was the engine’s gray mannequin. The survivor became the player’s body on September 12, but third person kept falling back to the hidden mannequin, because a check refused every frame of the new body. That was fixed and tested standing and crouched.

Development captures · The same third-person camera on the riverbank path, three days apart.

The wrong hair for three days

Playtesting then noticed the beard was missing along the cheek and the female survivor’s hair looked like a man’s. The game had been loading the very first hair export, from September 11. Every re-import had saved a new copy under a new name, eight in all, next to the file the game actually loads, and every log reported success. Imports now fail if they do not land where the game looks.

The hair also rendered 2.7 times too dark, because the strands shadowed themselves. Measured against the approved render, the male hair now matches at 1.08 times its brightness and the female at 0.73. At small sizes the hair still reads as speckle rather than locks, and there is no character customization yet.

The survivor seen from behind raising a pickaxe on a riverbank path beneath granite peaks
Experiment capture · A third-person tool swing from a separate multiplayer test build. Third-person swings are not in the development build.