Development Update 13.02.2026

14/02/2026 · Patch Notes · Wild Life

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

Level: 
After completing our work on the last major location last week, the Environment team moved on to working on quest areas to improve playability. At the same time, our 3D artists continued their efforts on creating interactive objects and started work on producing textured and fully detailed foliage assets, which will replace the blockouts currently in the game. We also finished placing all water volumes around the world map, ensuring that swimming and other water related FX and SFX can be triggered.

Code:This week, we made many tweaks and improvements to several areas of the game. To name a few, dodging is now possible while aiming, we tweaked how ranged weapon inaccuracy works by introducing a minimum inaccuracy and introduced a base inaccuracy for NPCs, we implemented an NPC behavior that allows them to take the player as prisoner, and many more smaller tweaks.
We also implemented a system that can dynamically remove/replace hair when specific clothing is equipped to reduce the amount of clipping. In the sandbox, you will have an option to disable this behaviour if desired. Recipes now have a dedicated inventory tab and will no longer be shown in the "All" tab to reduce clutter.
We received and started implementing a bunch of new sounds for monsters, weapons, and environment, as well.


Character:
In the character department, we have now finished the lengthy process of updating every single character’s skeleton to include the new weapon slot bones required to display equipped weapons on the character. We also went over the visual NPC customization and ironed out some of the placeholder color values to make them blend in better with the rest of the world. Additionally, we did a quick new sandbox outfit based on a user suggestion :)


Animations: 
In the animation department, we fleshed out the Kira quest with four additional, small scenes where Max either gets punished or has to serve her in some way. That should be a fun time for anyone wanting to get bossed around by the big cat lady ;) The next step will be implementing these into her dialogues.
We also continued work on combat animations, this time adding some that will be used for unlockable weapon skills, such as a dodge attack or counter.


Design:
In the combat department, we made a design for several aim assist features to better support controller usage. We also did various iterative improvements to ranged combat so that different ranged weapons feel good when firing them, as well as establishing a proper combat dialogue with ranged enemies (e.g. providing a fair opportunity to dodge ranged enemy attacks).
On the quest side of things, we have been performing a set of test rounds to find and fix various storymode bugs. We also worked more on the Rhoc questline in chapter 2 as well as the Prison Break questline, and we put more focus into the Sky Village quests, as well.

Thank you for all your continued support,

-Wild Life Team