Interface
The world behind the menu is actually running
A live menu background needed a clear boundary between looking at the world and controlling it.
Menus, inventory, maps and the screens between moments.
4 stories · Development Sep 11, 2026
4 stories
Interface
A live menu background needed a clear boundary between looking at the world and controlling it.

Interface
The fix for a hard-to-read mining prompt was never the letters. It was what sat behind them.
Interface
The placeholder map became a live overhead view, and it showed exactly how empty the area still was.
Interface
A 24-item demo inventory, a render scale of 0% and a painted pause screen gave way to the real thing.
Stories describe the stage reached on their development date. Experiments and model previews are labeled; they are not features you can play yet.
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