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Devlog 003: the quiet stretch

Dan by Dan
October 4, 2026
in The Forge
Reading Time: 20 mins read
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This chapter has a hole in it, and I’m not skipping it.

April started fast. The first two weeks were packed: a whole new interface, a full audit of the game, a rework of how every building worked, and a bug hunt that went 22 commits in 37 minutes. Then the last commit on April 15 was a revert, and the repo went quiet. Nothing from April 16 to June 9. Fifty-five days.

From mid-April I was building something else, Medi Bill Saver, and that work kicked off on April 18. I wrote about Medi Bill Saver here.

The only sign of life in the game’s own files in all that time: I opened the editor on May 23, played for about 21 minutes, and closed it. That session left a log behind, and the log mattered later.

Then on June 10 I came back, and in three days we tore the world down to the studs and rebuilt it.

Bars for each day's commits across April, May and June 2026: tall bars in early April and on Apr 13, then nothing until a tall bar on Jun 10.
Jun 30. April to June in commits per day. The sprint, the long gap I’m not hiding, then the rebuild days.

What got built

April: the world started living on its own

April 1 opened with a bunch of small things that made a world feel alive. This is how they worked then:

  • People took shelter. Anyone who wasn’t a soldier headed indoors when the weather turned. In light rain or snow, about 60% went in and the rest toughed it out.
  • The desperate turned to crime. People with no faction could ambush caravans.
  • Everyone earned a reputation. Surviving, killing, and winning big battles built a name that stuck, and a legendary fighter scared the army on the other side. My rule: living was enough to keep a name, and a high one had to be slow and earned.
  • Factions decided what to do with prisoners. Cruel ones executed, ambitious ones recruited, merciful ones let people go, and practical ones asked for ransom.
  • Merchants traveled. Skilled traders walked to far-off markets for a better deal.

Then the interface got a real pass, about 20 commits in under two hours. You could click straight through to any character or settlement. The game paused itself when something bad happened at high speed. There was a faction dashboard, a diplomacy grid of who was allied and who was at war, and a history of every notification. Your squad roster warned you when someone was about to desert.

A sandy edge of town with plank houses behind rows of dry grass, an in-game name tag reading Harness Exile with a green health bar, and a label reading Market Stall, Vaelmyst.
Sep 13. A character’s name and health bar, and a label on the Vaelmyst market stall. The interface kept growing from that April pass.

The first hints got fixed too. Before, four fired at once the second you spawned, and nobody read any of them. After the fix it was one hint, then the rest showed up as you did things. The first one paused the game and said:

Welcome to Sinthora. You are nobody. The world does not wait for you. Survive.

A long test and a faction nobody started

On April 3 I left the game running at ten times speed for a long time and came back to lag. I asked for a full report on what had emerged: new factions, recruiting, trade, in the data and on screen.

The report was ugly in useful ways. The population had grown past 18,500, so it got a hard cap of 15,000. Promoting 100 people in one frame caused second-long spikes, so promotions got capped at five a frame. A pacifist faction called Wandering Paws had suffered a coup, which is a hell of a thing for pacifists, so they were made coup-proof. And 2,576 people with no faction existed in the world, and not one had clustered at a settlement, so no new faction ever formed. After the fix they drifted toward empty settlements, and the bar for founding a faction came down.

A group of people gathered on a pale dirt track across a dark grassy field, with a small hand cart, a little roofed stall, and one figure marked by a green ring and a name tag reading Jarle.
Sep 21. A band of people on a track out in open country, one of them picked out by name. After that April report, people with no faction drifted toward empty settlements.

Earlier that day, when the plan had a brand new faction with eight supporters besieging its neighbor, I said that would get them demolished. I killed the free 500 gold it was going to hand them too, and asked for a reason: something has to happen before neutral turns hostile, some tension or building resentment.

Buildings that worked by what was inside them

On Apr 4 every building in the game became a shell with work stations inside it. In April, 129 building types mapped to 40 kinds of station: anvil, forge, loom, and so on. A smithy was two anvils, a forge, and storage. A temple was an altar and thirty seats. People found work by what a building could do, not by what it was called. It broke everything the first night (more below), but it was the right call.

A cluster of pale, open-roofed building shells in a forest clearing, with a huge dark curved shape jutting up from the middle of them.
Aug 25. A settlement of open-roofed building shells in a forest clearing. What sat inside each one decided the work done there.

A smaller map, and a better question

On April 5 I played and saw the literal word TEXT floating above pawns and settlements. 1,104 floating name labels came out. I also saw almost no promoted pawns and no squads.

At 12:42 AM on April 6 I put the real problem in plain numbers: I needed 1,000 or more pawns active on screen at any time, working without a problem, and not enough of them were alive. Maybe, I wrote, the map was too big. Then I asked: “wait, how much bigger is out map than kenshi!??”

A lot bigger. Our world was 2,500 square kilometers. Kenshi’s is about 870, with 8 or 9 people per square kilometer. Ours had 5.6. Minutes later I asked for 30 by 30 kilometers, which put the density at 15.5 and the settlements 4 to 8 km apart instead of 10 to 20. It went back to 50 in June.

A bar chart of people per square kilometer: our old map 5.6, Kenshi 8 to 9, our map after the cut 15.5.
Apr 6. People per square kilometer on our old map, in Kenshi, and on our map after the cut to 30 by 30.

Soon after, I said we needed the map twice that size. Then I said never mind, undo that. Four minutes later I wrote this: “bro i dont know, i really dont, whats best practice here? Should we just rebuild the whole thing??? im so lost :((” Two minutes later I said go ahead.

On April 6, after the editor crashed again, I wrote: “i feel its ok even if this process takes twice as long so that we dont crash out.”

The big dream, and the first code for it

On Apr 8 the big dream went on paper. The plan was that a few times in a long playthrough, the pressure in people’s souls would get to be more than the world could hold, and a thousand pawns would pile onto one field: enemies, allies, refugees, deserters. They would fight, they would die, and the world would be different after. The idea was that your own pride sets it off and your own success brings the world down. I set the target at 2,000 or more promoted pawns in the active class, not 150.

By April 9 the dream was code: a Pride Index that builds, decays, and cools down by region, panic that spreads between neighbors, and a bridge from a cluster of broken souls to a real battle. In April the big ones were rare by design. They needed a pride threshold, a cooldown, and a faction genuinely destroyed, with one mega-battle per 4 km cell at most, and pacifists never started one.

Dozens of brown, gorilla-like figures heaped together between tall stone pillars, arms out, some standing on the heads of others in a tower, with plank buildings at both sides.
Sep 19. Dozens of people piled into one spot in town, some standing on each other’s heads. The big battles were meant to pile a thousand onto one field.

The thing the whole game is named after existed on April 9. It would not run in a normal game until June.

June 10: the teardown

I came back early on June 10 and asked for a status check on the whole project. Forty-three minutes later the first commit landed, and the first job was checking whether April’s fixes actually worked. A lot of them didn’t. Some were never connected. One sat behind a switch that was off by default. One made a second copy of a person every time they were promoted. In the log from my May session, 115 caravans had arrived at markets and the code meant to react to them ran zero times. A sweep found 28 more files with the same kind of problem.

Then came the big one. We looked at why the world felt wrong and found three coordinate systems arguing about where everything was. About 60% of the designed world, coastline, peaks and mesas, never made it onto the actual map.

A pale sand rim curving around a dark crater floor, beside a flat grey expanse that runs to the horizon under a cloudy sky.
Aug 25. The Ashenmere crater, one of the landforms the rebuild finally put on the map.

By that morning there was a written plan to rebuild the world, ending in nine questions for me. I asked for them in question form, and that day I made nine calls that became the foundation of the June world:

  • North was up, and the map started from the southwest corner.
  • A true 50 km map. Back to 50.
  • Mountains exaggerated on purpose. The lore had peaks over 3,000 meters. The old terrain topped out near 650.
  • The world streamed in from day one, eight regions loading as you moved.
  • Landmarks could be re-rolled on the new ground.
  • Underground started as facades. I said “if a problem, pivot.”
  • Real water, with rivers and an ocean.
  • Seasons in the trees. The forests of Vael’s Cradle went green, gold, red, and bare.
  • The land moved. Tides, flash floods and collapsing walls were to be real systems, after the world stood.

And one more, before anything got rebuilt: “please dont delete my models of the units they look cool.” The models stayed. The problem was in their rigging, not the models.

A top-down grey map of the continent on a blue sea, with a ring-shaped crater in the middle, blue rivers, and red, orange and yellow road lines joining nine white dots.
Jun 12. The new continent from above, with the first road network. The crater in the middle is the Ashenmere. The bright blob in the southwest is just very high ground blowing out the colors.

June 11 and 12: a new world

By Jun 12 there was a brand new world. 350 geographic features across eight regions, built from real types of landforms: volcanoes, salt flats, bogs, glacier horns. The Ashenmere crater was 13 kilometers across. An ocean, six rivers, all 55 settlements moved onto the new ground, and 62 road sections connecting them. That day the new level officially became the game world.

A round pit with pale ribbed walls in the foreground, and behind it a flat tan plain pocked with small craters and square pads, a dark sea and a cloudy sky.
Jun 12. One of the new landforms, a round pit with ribbed walls, with smaller craters and square pads dotting the plain behind it.

It was not done. Earlier that morning I wrote that I could see terrain now, but it still looked like huge swaths of flat open land, and the rocks from April were all over the place again. So I asked for every placed asset to come out and go back in the most logical way, based on how big each one is. The old method scattered 1.6 million objects. The new one placed 168,263 in 58 clumps in 2.6 seconds.

A big grey-blue faceted slab of stone looming at the top left over flat yellow sand, with pale mountains far off to the right.
Jun 12, 6:10 PM. A play-mode view from where the player stands. One big faceted blue-grey mass looms over open sand.

What went wrong

Giant stones everywhere

All through early April the world was full of what looked like huge stones. Stones making caves. Stones floating in the air. Stones blocking the view everywhere.

A dark sloping ground at night with two huge pale-blue faceted boulders behind a dead stump, under a black sky.
Apr 8. The giant-stone era. This is what the world looked like at the time.

The first guess was that rocks were too big, so a cap went on everything. It would have shrunk the big trees too, and I stopped it: “wait dude, I want the big trees.” And: “please dont make assumptions.” It got reverted in three minutes.

So we built a tool to point at something on screen and name it. The answer: small props like stumps, logs and branches sat in the tree lists, so they got scaled up 20 to 40 times to tree size, and the world filled with 45 meter stumps. On top of that, 21,321 copies of one small tree were stretched to 45 meters near the spawn. From the top-down camera, they looked like walls of stone.

The save that didn’t save

This one has a commit literally titled “THE CRITICAL ONE.” The grass and rocks the game scattered across the world showed up fine while playing, then vanished after a restart. The scattered pieces were never added to the list of things that get saved. It took one line in each of 66 places to fix. Until then the saved map on disk was still from March 26, and 1.6 million objects lived only in memory.

A dense low-poly forest of pale trees and pines on bright green ground, seen from a low angle, with a flat-topped hill at the far right.
Aug 25. Scattered trees that stay put after a restart, months after the fix that finally got them saved.

Bugs in the heart of the game

The Apr 4 audit found ugly stuff right in the middle of what the game is about:

  • Souls calmed down way too fast. Pressure drained 8 to 11 times too fast, so no crisis could ever build.
  • Legendary armor made you immortal. At high values, armor went past 100%.
  • Veterans could never break. Their resistance hit a ceiling that made them permanently unbreakable.
  • Wars lasted forever. War exhaustion was read but never written.

A week later we found more. On April 9, 445 buildings, 46 landmarks and an unknown number of people turned out to be floating above the ground, because the game read land height using a 30 km map size on a 50 km landscape. Pride never decayed, which killed the whole idea of “pride is the fall,” because the daily check was written but never hooked up. And every caravan’s effect on market prices went to a settlement numbered “-1,” which matched nothing, so trade never moved prices at all.

A pale sandy plateau with a long ribbed cliff above a flat grey expanse, ribbons of sand stretched up into the sky, and a pale tree hanging upside down at the top of the frame.
Aug 25. A later case of things off the ground: ribbons of land stretched into the sky and a tree hanging upside down overhead.

The night every building broke

The night we switched buildings to stations, two things blew up. A job check ran through every building and slot for every person on every tick, 2.5 million checks a tick with 5,000 people. Reverted. Then everyone went idle at once. Zero workers, everyone starving, because the list of stations didn’t exist yet in the editor, so nothing matched.

Armies that would not fit on a screen

The whole dream hung on one picture: armies, hundreds of people on screen, all of them actually fighting. On April 13 the test run said that picture was a long way off. The water surface was built from 2,048 tiles, so it got cut to 256. 1,200 live characters, about 15,600 pieces in all, were crushing the frame rate. One log line wrote 662,000 entries, 96% of everything the game logged.

When the live cap came down to 400, I wrote that we wanted at least 1,000 visible, and then: “we want ARMIES fighting bro this has to work or the game is DOA”. What landed kept about 1,000 on screen, roughly 200 at full rate and 800 running slower, with 13,000 cheap crowd figures behind them.

A dense crowd of brown, furred figures packed between tall stone pillars, seen from behind, with plank buildings framing both sides.
Sep 21. A crowd packed between the stone pillars in town. The armies I wanted were many times this size.

The last night before the quiet

On April 14 the editor was taking a very long time to open. The level had grown into one 367 MB map with 1.6 million objects on a single actor. Late that night a proposal came to split it into eight regions, after the fact. At 12:06 AM I wrote “dude what the fuck are we doing”.

Minutes later I asked for a handoff note and for the last session to be undone. The revert landed right after, and it’s the last commit before the quiet.

A world that was scaring itself to death

On Jun 10 the average soul pressure across 14,188 people was 0.968, nearly everyone pinned at the maximum. A world two minutes old, where everyone was fed and calm, read 0.983 when the math said about 0.22.

The cause: everyone out in the wilderness had the same location number, zero, so the game thought they were all standing in the same spot. One person panicked, thousands caught it, and they spread it again. The world had terrorized itself into permanent panic. After the fix, the average dropped to 0.311.

A dense low-poly forest of dark and pale trees on bright green ground, with a tall dark ruin standing among the trees on the right.
Aug 25. The wilderness between the towns, where everyone sharing that one location number would have been standing.

Buildings on buildings

Same day: 255 buildings, 1,920 bad stacks. Whole towns crammed into a 34 meter circle, each new building spawning on the last one’s roof, and a pile of 80 things at the exact center of the world. After the fix, bad stacks dropped by 91% and the center pile went to zero.

Green checks, flat world

I caught this one myself. On Jun 11 all nine terrain checks were green. Then I looked at the saved world with my own eyes, and it was a flat sheet. The land only finishes building while the editor is actually drawing it, so the background run skipped that step and saved nothing. After that, that step refused to run in the background, out loud.

Rivers in canyons and a world gone black

The carved rivers could only ever go down, so the first low spot dragged the whole river to the bottom. Riverbeds sat 287 meters below sea level with walls over 400 meters tall. And for hours that same day the whole world rendered almost black: the light was too dim for the camera’s settings, the sky light was set up wrong, and the regional colors were turning on for the very first time.

A dark brown landscape with a deep river channel running between a tall pale ribbed cliff wall and broken ground, with a thin white line along the channel floor.
Jun 12. The river cut far below the land, while the whole world was rendering far too dark.
A tan landscape with a deep river channel cut between tall pale ribbed cliffs, running toward a dark sea under a hazy sky.
Jun 12. The main river came out as a slot canyon, hundreds of meters deep. That evening it got fixed into a real river valley with fords.

What I learned

Find the one bad thing. Don’t shrink a whole class of objects because one of them is broken. Point at it, name it, fix that.

Proof beats a green check. A fix can go into code that never runs. A test can pass while the world is a flat sheet. Look at the actual game.

Don’t touch what works. My unit models were fine. The rigging was the problem.

Say it plainly. When I decide something is getting done, it gets done. Calling it a polish item doesn’t push it down the list.

Next up

July: the first real build, and a cast that finally looks like itself.

April to June in numbers: about 168 commits · 14 of 91 days with a commit · longest silence 55 days (Apr 16 to Jun 9) · v0.13 World Refinement Alpha.

Have you ever stepped away from a big project and come back to it? What brought you back? Drop it below.

Colophon

Season 0, chapter 3 of 7. The images are real captures and test renders from the build, and the two charts are drawn from the record.

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