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I am excited to share the latest progress of E.V.E! Please note that the features shown here, along with several other improvements, are currently in development and will be included in the next beta release.

It has been just over a year of development, and I am happy to report that the sandbox foundation is reaching maturity.

What’s coming in the next Beta:

Completely Rewritten Outfit & Morph Algorithm: I have removed the T-pose requirement. You will be able to change clothes and morphs while characters are in any pose or animation. The new system ensures high-precision fitting, even with extreme morphs, eliminating clipping issues.

Head IK: I have implemented Head IK, which allows for both manual and automatic head rotation and movement.

With the sandbox foundations now solid, I am looking forward to transitioning toward the core gameplay phase soon (NPC, AI).

Thank you to all my supporters for making this year of development possible. For those who are new, welcome! I really value your input, so please let me know your thoughts—feedback and constructive criticism are always welcome in the comments.

Stay tuned for more updates as I move into the next stage of development.

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VR/Desktop Sandbox Devlog: New Outfit/Morph System & Head IK

n this devlog, I am showcasing the latest improvements to my VR/Desktop sandbox game. After a little over a year of development, the sandbox foundation is nearing maturity. Key updates in this build: New Outfit & Morph Algorithm: Completely rewritten. Characters no longer need to be in a T-pose to change clothes or morphs. You can now swap assets while they are in any pose or animation, with high-precision fitting even on extreme morphs—zero clipping. Head IK: Added full Head IK, allowing for both automatic and manual head movement/rotation. The core sandbox experience is coming together, and I am looking forward to transitioning into the main gameplay phase soon. Feedback, comments, and constructive criticism are highly appreciated. Follow for more updates!

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