LootCastPuff
  • Gaming
    • The Vault
    • Co-op Night Picker
  • Fishing
    • Rivers
    • Bite Window
    • Lure Wheel
    • Rig Builder
    • Color Call
    • Trip Pack List
  • Lifestyle
  • The Forge
  • Count’s Corner
  • Armory
    • Gear kits
  • Guild Hall
    • Loadouts
    • Squad
    • Allies
  • Toolbox
  • What Is LootCastPuff?
  • Join the Guild
No Result
View All Result
LootCastPuff
  • Gaming
    • The Vault
    • Co-op Night Picker
  • Fishing
    • Rivers
    • Bite Window
    • Lure Wheel
    • Rig Builder
    • Color Call
    • Trip Pack List
  • Lifestyle
  • The Forge
  • Count’s Corner
  • Armory
    • Gear kits
  • Guild Hall
    • Loadouts
    • Squad
    • Allies
  • Toolbox
  • What Is LootCastPuff?
  • Join the Guild
No Result
View All Result
LootCastPuff
No Result
View All Result

Devlog 005: beasts, battles, and a real food web

Dan by Dan
October 9, 2026
in The Forge
Reading Time: 22 mins read
0
0
Share on XShare on Reddit

I started August naming animals and ended it counting the dead.

This was the month PRIDE IS THE FALL got teeth. Beasts that hunted each other. Battles that left bodies in the grass. Co-op that stopped falling apart when somebody’s leader died. It was also a month where a whole way of making beasts fell apart in front of me, so that’s in here too. If I’m reading this twenty years from now, I want the whole thing, not the highlight reel.

A white, ribbed, cloak-shaped creature on thin dark legs walking across a snowy grass slope under tall grey trees.
Oct 10. A duskpall out on a snowy slope, two months after the names were locked (the October beast bodies in this post were cut that month and are being remade). Every name on that list had to survive being a living animal.

What got built

A bestiary that only lived here

Aug 1, 29 beasts and 6 plants got their names. One rule: no Earth animal names in the mouths of people who’ve never seen Earth. Every name had to be a compound that meant something in this world. The crestfall carried the idea in August: a herd beast with a scythe-shaped crest, and the bigger the crest got, the closer it was to turning to stone. Pride is the fall, even for the cattle.

Two views of a long-snouted creature with a green and grey armored back, tan legs and small red marks, one from the side in mid-stride and one from the front, on a plain grey background.
Aug 10. The shalefang, one of the August 1 names, wearing the surface that finally passed its checks.

Five of them I asked for straight up: animals that didn’t exist anywhere else. In August the hearthfeign looked like a dead campfire until it hunted you. The diapason was an eyeless hunter that found you by sound. The knellwether was a walking archway with a hollow bell inside. The emberwake was a three-legged glass lantern that walked. And the crestfall.

A dark skeletal creature with a long curved beak and an arch of black ribs along its back, head lowered over a snowy slope of dark grass with pale tree trunks behind.
Oct 4. The knellwether two months later, out on a snowy slope. The arch of ribs is the walking archway I asked for on Aug 1 (old beast, since cut).

The first four stood in the engine that same night: crestfall, pyredelver, knellwether and sicklestride.

Four creatures on a white checkered test floor, each shown from two angles: a curled orange-tailed beast, a hunched red-and-grey shell creature, a round spiked crab with yellow legs, and a long-legged bird with a curved yellow beak.
Aug 3. Ashgleaner, hearthfeign, reliquarycrab and sicklestride, the first four beasts to pass their checks. The skins still looked like stained glass. We’d fix that.

I also said, almost as a throwaway, “a few non interactive birds flying would be cool.” The flying beast we tried for it came out deformed, so I cut the ambition down to size: “we dont need flying beasts, we just need some birds flying around for flavor.” After that there were flocks of gyrecall wheeling over the cliffs. They were scenery, but a sky with something moving in it felt alive.

Then I wanted the animals to live real lives. My words at the time: “There should be juvinile, adult, and elder of all beasts, elder should be most powerful, and largest size of each beast.” And “beasts should random roll like the races do.” By Aug 11 they did. The plan was that every beast would be born young, grow up, and have to earn being an elder, and that no two would be the same.

A row of beasts on one ground line, smallest to largest: a camel-like grazer, a pale tortoise, a horned goat, a long-bodied cinderclaw, a dark bear-like beast, a thin white heron-like bird and a huge cream-colored horned giant at the right.
August. The big end of the size ladder, every beast drawn against the same ground line. The elders are the ones at the right.

I wanted them to move like real animals too, with paths, migration zones and spawns, because, in my words, “this is how nature works.” Mid-month the food web went in for real. Eighteen predator and prey pairs that could never actually meet got fixed, and five hunters that couldn’t reach a single meal finally could. In August every beast got a lair to come home to, twelve of them across the map. And the cats became sacred in the code. Nobody touched the cats.

A thin, dark, long-legged creature with two tall horns and a pale muzzle, crouched mid-stride on a grey backdrop.
Aug 3. The diapason, the hunter that found you by sound, in an early render that was still mostly black. Predators like this needed real prey to chase.
Eight views of a dome-shelled creature with grey streaked plates and thin jointed legs glowing orange-red underneath, on a plain grey background.
The hearthfeign, Aug 10. From a distance it passed for a dead fire. Up close, those embers were its joints.

Battles where people finally die

Here’s what a “battle” looked like on Aug 19 when we finally measured one. 528 fighters. Over in 34 ticks, and 30 of those were the walk in. The attackers ended with 59 dead, 199 downed, and zero left standing. Call it an execution. It was over before a player could even get there.

I was pretty direct about it at the time: “i have to be real with you though, if we cant have wars of factions, this game isnt gonna work, atleast has to be hundreds of pawns in the largest fights.” And: “how do we get 1000 pawn active fights live? thats really the game.”

Waiting game-days for a big war to happen on its own was eating hours, so I said “dude just for testing spawn in 500 fighters.” After that there was a button that took the two biggest factions that already existed and threw them at each other. Same people, same rules, no waiting.

Aug 20 it clicked. Before, fighters were standing about 400 meters from the enemy they’d been told to fight. They were 330 times too far away to swing. After the fix: 270 fighting at once instead of 64, and 168 casualties instead of about zero.

Bar chart. Before the fix, 64 people fighting at once and about 0 casualties. After the fix, 270 fighting at once and 168 casualties.
Aug 20. The numbers from the day the fighters finally walked into range. Same armies, same rules, and suddenly there was a fight.

Same day I killed battle music for good. I wrote that we want “ambient world music like they do in kenshi.” Fights carried their own sound effects, right where they happened. As I put it: “this isn’t Pokemon. no battle music, that’s so immersion breaking.”

The rest of the month made fights feel like people were in them. This is how the rules read in August:

  • Armies march at the speed of their slowest legs. “large armies are gonna be slower than special forces of high level pawns.” A column moved like the people actually in it.
  • Nobody signs up for a suicide run. The median battle was 19 to 1, because nobody ever asked a pawn if the fight was worth dying for. After that they could say no. One fighter didn’t charge a hundred unless it was a last stand.
  • No clock decides a battle. 92% of 74 battles were ending at exactly 12 rounds, which worked out to a 1.2 second war. The timer was gone. A fight ended when somebody broke, got away, or got cut down.
  • Running is a choice. “once you’re in a fight it should take a convincing to try and run away, especially if you could be cut down and you’d leave your friends behind.” After that a loyal pawn with friends still in the line held.
Bar chart of 74 battles. 92 percent ended at exactly 12 rounds and 8 percent ended any other way.
Aug 28. The count that made me delete the timer. Nearly every war ended on round twelve because the clock said so.

Wars don’t all have to be huge either: “wars dont need to be 1000 vs 1000, maybe one band of raiders is tired of another picking off their caravan targets.” Conflict at every scale. That’s the world I want.

Why anyone fights at all

Here’s a big one. Pride starting a war, the thing this game is literally named after, had never once happened. The game measured pride as a one-day jump in renown, and that only happens while you’re already conquering. But if you’re already at war you’re at the war ceiling, so the war got refused. Pride could only exist during a war, and it was banned for that exact reason. After the fix it built over a week, weighed how much the target was worth envying, and could start a fight.

Turns out 85% of every war the world ever wanted died in three silent refusals that nobody counted. They got counted after that. And wars started from wants: grief, hunger, a lost home, envy. In August the rule was: no want, no war. I’d said it flat out on Aug 21: “rember wars, and EVERYTHING else, should be driven by needs wants or desires of the soul, this is ALL emergent gameplay in the sandbox.”

Two crossed blood-red blades on a black background.
Aug 22. The mark for war in the Common Hand, two crossed blades painted in blood.

One rule I set early in the month: no forced peace. “i hate in other games like total war when you’re about to win with a decisive battle but then are forced into stopping the war.” In the design, war fatigue hit your people’s heads, with bad moods and deserters. It never took the decision away from you.

The Old Law

This one came from me. I wanted a way for two pawns to settle a feud without it turning into a killing. “Pawns can challenge each other to mutual combat,” hand to hand only, when they both agree.

So in August there was the Old Law. You called it in public, in front of witnesses. Both fighters stood at the measure, and stepping out meant you yielded. Fists only. Drawing a blade was a serious crime. Prideful pawns yielded late, of course. If somebody died, it was a blood feud. The world wrote it down like this:

He invoked the Old Law; they squared it at dusk before forty witnesses, and the debt was rounded in full.

A blood-red square outline with a thin diagonal stroke running from one corner to the opposite corner, on a black background.
Aug 22. The challenge mark in the Common Hand, a squared patch of ground with a stake driven through it. It called a fight under the Old Law.

The pawns needed a way to talk about it, so they got the Common Hand, a language of pictures. I said “symbols would be the coolest so theres clear language but we dont need translations etc.” Later that day I asked “what if it was painted in blood not ink,” and that settled the look. It started with 27 blood marks. I also put a cap on it: “we cant have thousands of sygils popping up everywhere you wont be able to see the game, it needs to be powerful, impactful, tasteful use.”

Four blood-red marks on black: two upright strokes each ending in a dot, a ring with two small flicks beside it, three slanted slashes ending in a loop, and a small hut with an arched door.
Aug 22. Four marks from the Common Hand: anger, fight, flee and home. Painted in blood, not ink.

Co-op that held together

Aug 5 I sat down and made eleven co-op calls in one session. That day’s rulings: a friend hosts; when players want different speeds, the slowest wins; and permadeath still means something with friends. If you die, you “can either take over as a friends character (with approval, friend offers) or they can roll a new character to enter the world if their faction has no remaining NPCs.”

By Aug 6 a leader dying no longer froze everybody’s world. Aug 23 we found out why people joining a friend’s game saw an empty world: one missing flag in the code meant every joining player saw zero people. Zero. One flag.

A world that kept time

Seasons were 10 days long. That meant a winter lasted ten real hours and a year took forty. I wasn’t having it: “seasons can not be 10 days, thats just ridiculous.” In August I set a season at 30 days and a year at 120. That one wasn’t free, by the way. 246 numbers in the game had been tuned for 10-day seasons, so it took a while to settle back in.

A snowy market with wooden stalls under snow-covered roofs and a dark four-legged beast standing among them, a field of grass and a line of pines behind.
Oct 10. Winter settling over a market. This is what the longer seasons were for, a world that stays in one mood long enough to feel it.

Smaller stuff that made the world feel more real:

  • The dead were remembered completely. No contracts from beyond the grave.
  • Saves stopped dying at 2 GB. One test world died on day 39 because its save got too big to write.
  • Prisoners cost you. They ate your food, slowed your march, and tried the walls at night. And here was the twist: a prisoner could pick the lock on their irons and keep wearing them, shuffling along like they were still chained, waiting for the right night.
  • Costs got real. “making a tunic shouldnt take 30 leather, it should take like 3 or some shit, know what i mean? we gotta be a semblance of reality.” Checking every cost turned up a loom that made cloth out of nothing.
  • Anyone could heal. “Medics already exist in the world and can heal regardless of job.”
  • A wiki. By the end of the month there was so much lore that I said “even I’m starting to lose track of lore points and things like the Rot.” So the game got its own wiki: 211 pages and 3,032 links.
An aerial view of a settlement of grey houses and paved squares around a green crystal-like landmark, with small brown figures scattered across pale ground and a dense low-poly forest to the horizon.
Aug 31. Vaelmyst at the end of the month, crowded with pawns. All those small fixes were about making a town like this feel real.

What went wrong

The beasts that wouldn’t stand up

Getting beasts into the game was brutal. On Aug 1 I wrote: “none of these beasts have the fine detail that makes them look alive, this isnt working so far :(” On Aug 2 I wrote: “the beasts are not even facing the right way and dont have skins.” The skins were “extremely stretched,” like a “low rez version of our game.” That one came down to how the textures were cut up. Only 1.3% of each texture was actually being used. After the fix it was 51.8%.

A rounded, spiny crab-like creature with colors smeared across its shell in blue, cream and orange, on a grey backdrop.
Aug 3. An older reliquarycrab render, the colors dragged across the shell like paint under a thumb. This is what stretched looked like.

Then they floated. They faced sideways. Six of them lay flat on their backs. My notes: “the after looks great, its just floating sidewise, feet need to be down on floor.”

Four views of a grey, deer-like creature with long thin legs and big ears, tumbled onto its side and tilted in mid-air against a flat grey backdrop.
Aug 3. The flintskip, rolled every which way. The nose and tail were right. The body was lying sideways.

Even the ones standing up weren’t beasts yet. By Aug 4 I could see it: “the skin however, doesnt look like an animal, it looks like blotches of color, the tail is also disconnected and part of it is floating.”

Two close views of a beast's back legs and tail. On the left, the tip of the tail floats separate from the body. On the right, it is joined on again.
Aug 4. A tail tip drifting free of its beast, left, and joined back on, right. This was the floating part I meant.
Two views of the same dark, feathered, long-legged bird crouched on a white floor. On the left the surface is flat and dark. On the right it has cracked, mottled plating with orange-red patches.
Aug 3. The duskpall with and without a real surface. Left is where we were. Right is what I wanted from every beast.

The worst part is that the checks kept saying they passed. The skeleton and the body were turned ninety degrees from each other, so a beast lying flat on its back still measured as standing up.

Three views of a dark creature in mid-air beside a tall stacked-block measuring pole, on bright green grass under grey tree trunks.
Aug 3, 10 PM. Every beast on this approval sheet got a pass. Look at them. Tipped over, floating, nowhere near the ground. This sheet is what finally found the bug.

The toilback that fought back

One beast ate the middle of the month. The toilback was a tortoise-shelled bull, and its skin would not stay on straight. Aug 10, late: “something catastopic happened to Toilback…. we already solved this how are we struggling here we put the instructions in -_-” An hour later: “for toilback im seeing the face skin on the butt.”

A pale tortoise-shelled beast with two short horns, dark banded legs and a thin tail, walking across a sunlit snowy slope of dark grass with a big mossy rock behind.
Oct 10. The toilback two months later, head and horns at the front where they belong. It took a fresh start to get here (old beast, since cut).

It took me until Aug 12 to see why. “ok i clearly see the issue, the approved art is showing THREE different beast models, not the same model from three sides.” The art we were building from didn’t show one animal from three angles. It showed three different animals, so a skin built from it could never line up.

Two views of a tortoise-shelled beast with a pale cracked shell, dark legs and two dark horns on a grey background, one from the side with its thin tail hanging behind and one head on.
Aug 12. The rebuilt toilback from the side and head on, plainly one animal. That’s what the art should have shown us from the start.

The week the beasts fell apart

I want to be honest about the middle of August. We had a whole system for making beasts, and it fell apart in front of me. What I wrote, word for word:

“damn these are all fucked up i thought we had a working system -_- we’re cooked chat”

I stepped away, came back, and figured out what was actually wrong. “so many of them look like real animals from the zoo, lets try again fresh but use mythical beasts as the inspiration.” Lore first, then the look, one version of each beast. Then the next batch came in and I wrote “ok tehse are looking great!” Not every one. “crestfall is just a horse, needs redesign, ashgleaner looks like a box needs redesign.” But we were moving again.

A dark, heavy bull-like beast with a huge pale scythe-shaped crest curving up from its head, standing in frosty grass in front of a stone wall.
Oct 10. The crestfall two months later, a heavy herd beast under a scythe-shaped crest. In August I’d said it was just a horse (old beast, since cut).

The roster got locked at 27. The wreckdrake got cut, by my own call: “ok they look ok, but lets cut the wreckdrake as a creature.”

Four days earlier, between toilback fights, I’d finished a Kenshi run with a new co-op mod, buggy but a lot of fun, and wrote “ive never been so sure that our game will be a world hit when we’re finished.” Both things were true in the same month.

A heavy four-legged creature with a pale cracked turtle-like shell, dark legs, two curved horns and a thin tail, shown from three angles on a grey background.
The toilback, rebuilt after the fresh start. Tortoise shell, bull horns, and finally a real beast.

The silent ones

Most of August’s worst bugs had the same shape. The game asked a question, got no answer, and never noticed. They didn’t crash anything. They just quietly made the world worse.

A wide olive-green plain with a long dark shadow across it, a low wooden platform holding a bright green blocky shape in the middle, and a line of low-poly trees behind.
Aug 29. Wanderer’s Rest, the camp where every New Game started. For weeks nobody had started one, so nobody saw what was missing.
  • Elections crowned foreigners and corpses. One faction elected its own dead leader fifteen times.
  • The Wanderer had no blade. Seven of the nine starting items matched nothing in a catalog of 311. “Worn Katana” never existed. Nobody had started a New Game since July 6, so nobody noticed.
  • Your squad kept vanishing. To the game, a player-controlled pawn only meant the leader. Seventy seconds in, two of your three people had no body.
  • The animals were all stacked in eight piles. 85.2% of hunts found nothing to hunt while the world sat at its full 1,000 animals.
  • Hunters got paid for corpses. 622 kills claimed, 183 real deaths. Predators could only smell prey 40 meters away on a 50 kilometer map, so there was one predator kill in nine days. After the fix they smelled prey a kilometer and a half away, starved after six days without a meal, and every kill left a carcass for whoever came next.
  • New Game dropped me in a pit. “we spawn into a hold i cant get out of.” “there shouldnt be any locations you cant get into or out of on the map except water.” The spawn never checked if you could walk out.
  • Every market square was empty, and twenty creatures were rendering plain grey. We thought it was four.

What I learned

Measure it before you believe it. Three times we read 500 fighters at 60 fps and called it a win. The camera was sitting 8 km away from the battle. One speed fix we celebrated never actually turned on. After that every check said out loud what it did, and a check that stayed quiet counted as broken.

Find a better way instead of trying harder. Early in the month I made it a rule: “always learn and find better ways to do what you find difficult.” If something fails twice, build a better method before a third try.

Depth is for everybody. I wrote this down in August, and it was the north star then: “This is the ultimate game to get lost in but simultaneously isn’t too complex like Dwarf Fortress or something that casuals can’t play. It is for everyone, at all levels of depth.” The plan was no tutorials: the world shows you.

Keep the receipts. Aug 4 I started an archive folder for screenshots “worthy of revising 20 years from now when our game is a smash global hit.” Some of the images in this post came out of it.

It wasn’t all rough, either. On Aug 9 I wrote “we are great this is fun, we are making a wonderful emergent sandbox experience.” That’s August.

Next up

September is the look. By then the world had teeth. It was time to make it beautiful.

August in numbers: 854 commits · 30 of 31 days with a commit · busiest day Aug 30 (141) · 3,124 total by day 208.

What’s the coolest creature you’ve ever run into in a game? Drop it below.

Colophon

Season 0, chapter 5 of 7. The images are real captures from the build, rough ones included, and the two charts are drawn from the record.

Part of The Forge

Every devlog of Pride is the Fall, in order, on one page.

Every devlog →Next: Devlog 006→

Following the build? Sign the book so I know you’re out there

From the toolbox The Toolbox · A random post · All tools →

🖨️ Print this post

Join the Guild

The free Weekend Field Manual, dev log alerts, and guild dispatches for announcements. Zero spam.

Guild Registration

Email, name or handle, birthday. The Field Manual lands in your inbox right after you confirm.

/
Also email me new posts from:
How often:

You're in!

Check your email to confirm. Your Field Manual is one click away.

Free

Join the Guild

The free Weekend Field Manual, dev log alerts, and guild dispatches for announcements. Zero spam.

Join the Guild
Share itX (opens in a new tab)Reddit (opens in a new tab)

Written by

Dan

Founder of LootCastPuff. Here for the dopamine.

What is LootCastPuff?Meet the squad

Keep reading

  • Next in the Forge

    Devlog 006: take all that away

    Oct 11, 2026

  • The Forge

    From the Forge archive: the world, mid-remake (October 2026)

    Oct 22, 2026

  • The Forge

    Devlog 008: no magic anything

    Oct 21, 2026

All devlogs →
Tags: bestiarydevlogpride
TweetShare
Previous Post

I Built a Guestbook Only Robots Can Sign

Next Post

Devlog 006: take all that away

Dan

Dan

Related Posts

September: a desert settlement from above, sand-coloured buildings and walls in the sun.
The Forge

Devlog 006: take all that away

October 11, 2026
Eight creatures in a two-by-four grid on dark panels, each with its name below.
The Forge

From the Forge archive: the world, mid-remake (October 2026)

October 22, 2026
Next Post
September: a desert settlement from above, sand-coloured buildings and walls in the sun.

Devlog 006: take all that away

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

I agree to the Terms & Conditions and Privacy Policy.

About LootCastPuff

We're all here for the dopamine.

Balance over burnout. Gaming, fishing and lifestyle, together. No algorithm. Just vibes.

Tip jar on Ko-fiThrow five on it

Contact LootCastPuff

Say hi:

GoodVibes@LootCastPuff.com

Pitch, ally up, or send a catch:

Submissions@LootCastPuff.com

Tap inDiscordXRedditYouTube

Join the Guild
The free Weekend Field Manual, dev log alerts, and guild dispatches for announcements. Zero spam.

Join the Guild

Stay updated with the latest gaming, fishing, and lifestyle content

/

Also email me new posts from:
How often:

Subscribed!

Check your email to confirm. Your Field Manual is one click away.


  • Start Here
  • What Is LootCastPuff?
  • Accessibility Statement
  • Privacy Policy
  • Terms and Conditions
  • Affiliate Disclosure
  • Allies
  • Toolbox
  • Cookie choice

© LootCastPuff LLC 2026

Welcome Back!

Login to your account below

Forgotten Password?

Retrieve your password

Please enter your username or email address to reset your password.

Log In
No Result
View All Result
  • Join the Guild
  • Gaming
    • The Vault
    • Co-op Night Picker
  • Fishing
    • Rivers
    • Bite Window
    • Lure Wheel
    • Rig Builder
    • Color Call
    • Trip Pack List
  • Lifestyle
  • The Forge
  • Count’s Corner
  • Armory
    • Gear kits
  • Guild Hall
    • Loadouts
    • Squad
    • Allies
  • Toolbox
  • What Is LootCastPuff?

© LootCastPuff LLC 2026

Google Analytics cookies help us see what gets read and make LCP HQ better. Plus one for dark mode. Cool? Privacy

Tip of the day

“Nah, if you want to win a bet, bet on the person who’s never fished before.”

Dan, in Why Every Gamer Needs to Try Fishing

Adventurers