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Hello everyone, welcome to this week's progress report. 

Level: During the last week, we have worked on the initial lighting setup for locations such as Lake Village, Warrior Village, and Pearl Village. Additionally, work on the Sky Village A-quality blockout continues, while Apoc has now been completed. We also experimented with new features for the landscape material to noticeably reduce texture tiling and to add a large-scale normal map to the terrain, improving detail in the distance. In addition to this, we continued populating the world with additional foliage.

Code:The character marker system has been improved to share the space over the character more effectively, preventing overlaps between the character name, health bar, status effects and quest markers.On the sandbox side, a few small improvements have been made: The trigger box prop now supports more shapes (Cube, Cylinder, Sphere).The automatic outliner scroll position when selecting a prop has been improved - clearing the text search will jump to the selected active object and using the new Shift+F keybind will manually jump there, too.We started work on adding the poser's "Look at" functionality to the sex scenes as an optional override.

Character:After finishing the new Hopper model + desert variation we have now moved on to creating a new variation model for the Arac enemy. Some new outfits are also in the works, we commissioned a freelance artist to create a new harem-outfit and we have also acquired a new sexy outfit from the greatly talented community modder and artist Minervha.

Animations: In the animation department we assigned all melee weapon movesets and special attacks to their respective weapon items. Meanwhile, our work on transferring melee movesets over to other character skeletons continues steadily. We also started work on the second phase of our combat polishing: Duels against humanoid enemies. We have been testing combat AIs for NPCs wielding claws, daggers and hammers this sprint, giving them different behaviours when engaging the player that play to the strengths of each weapon. Once we have a baseline AI for each weapon type, we will be able to further refine them to depict different characters, from unskilled brawler to elite fighter enemy.

Design:We have set up all the missing weapon items, which are going to make their way into the game as the transferring of attack animations to character skeletons continues. We are now in the process of populating Adûn with NPCs to get it to a playable state so we can start testing it. All lizard enemies will be placed and have their routines, combat AIs and loot drops set. They will use Maya's character model for now as a placeholder, until the combat animations for the Lizard weapons have been transferred to their skeletons. We also continued working on the dialogues for the Alpha Camp (e.g. Shey and her Sex Minigames) as well as writing dialogues for a secret location 😉

Thank you for all your continued support,

-Wild Life Team

Files

Wild Life – Combat Showcase

↟ Subscribe ↟ Wild Life – Combat Feature Showcase (August 2025 Build) This video takes a deep dive into the technical foundations of combat in Wild Life. Our real-time action combat system is built from the ground up to be fast, responsive, and fully under player control, without the limitations of a stamina bar. In this showcase we highlight: • Weapon flow and recovery times: how every weapon creates its own rhythm and pacing • Exhaustion and finisher system: earned, high-impact moments driven by timing and pressure • Weapon variety: eleven base classes, each with unique stats and a special move • Status effects: burn and poison, creating distinct damage-over-time strategies • Combat Arena: a dedicated environment where every swing, parry, and build gets measured The Combat Arena debuts in August 2025 as our first structured testbed for combat, with more features on the roadmap: • October Build: battles against weapon-wielding humanoid enemies plus first ranged combat • December Build: progression systems (crafting, player leveling) and expanded Arenas • Full Release: Q3 2026 on Steam Important: All systems are still in heavy iteration and will continue to change as we polish and respond to community feedback. Balance, mechanics, and design are expected to evolve throughout development.

Comments

Ride Free

Looking forward to this update 😁, I was wondering if you do more settings on characters changes on sandbox mode? Also would there be more futa type characters in the future.🤔 😁

badunn

Nice! Hey are ladders ever going to be a thing in this game? Like climbing? Exhaustion bar exists now... just sayan Also swimming drowning and water

Colord44

Okay, the new props? Cool. Sky village finally get an update? Even better. Best part? Combat is looking far more realistic already from the video.

GamerDan91

Who is that girl in the sexy nun outfit?

EutCake

It's Shey, it looks a lot like her anyway (;

Adeptus Steve

Swimming and diving is planned, yes. Ladders not.

Food Hyperer

Ohhh, so these are purely enemy characters? I got kind of excited thinking some would be interactive like a normal Player Character 😭

Igo Saeko

It's a shame that the characters for battles aren't used for the harem. Scenes like that could be made. It would be very interesting.