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Devlog 007: did we make the assets yet?

Dan by Dan
October 14, 2026
in The Forge
Reading Time: 17 mins read
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Sep 22, a little after two in the afternoon, I typed: “Still cruzing? I see no progress happening”. Soon after that, I asked the question this whole chapter hangs on:

“Did we make all the assets for this game yet? I’m not seeing armors, proper buildings, walls, beasts, items… Not sure why we’re testing if all the game assets aren’t even in there.”

And right behind it: “wasn’t the full game map supposed to be rebuilt? … idk what your strategy is or how you’re justifying it.”

A raised view of a town of flat grey paving slabs on dry orange grass and sandy paths, with a few small wooden huts and a tall stone pillar in the middle, a dark forest and a wooden wall around it, and pale dunes beyond.
Sep 22, 2:32 PM. The capital’s streets from that afternoon’s tour, flat slabs with a few buildings on them. This is the kind of town I was looking at around then.

That question changed the whole plan. This is the last chapter of Season 0, six days long, and it’s the week we stopped polishing what was there and started building what wasn’t.

What got built

An honest count

First we counted everything in the game against everything in the design. No rounding up. Here’s where PRIDE actually stood on Sep 22:

  • Armor: 12%. 41 of 58 armor pieces had no 3D model at all. The 17 that did were sharing 5 models between them.
  • Weapons and items: 55%. Every one of the 419 items had an icon. But 204 of them had no body in the world, and 68 different weapons all showed up as the same 8 shapes.
  • Buildings: 35%. 30 building types were sharing 14 shells. A prison was just a courthouse. A smithy was just a forge.
  • Walls and forts: 25%. 16 wall, gate, tower and bridge pieces were sitting on disk, and the game used 2. Bridges never showed up anywhere.
  • Beasts: 33%. 12 of 27 species were finished. 5 had no model at all.
  • Characters: 62%. All eight races were locked, but the skins I’d approved weren’t even switched on by default.
  • The map: 35%. A whole new world was designed, with 2,300 meter mountains, real rivers and lakes, and 440 natural wonders. It had never been built.
A bar chart of seven parts of the game and how much of the design was in it: characters 62 percent, weapons and items 55, the map 35, buildings 35, beasts 33, walls and forts 25, armor 12.
Sep 22. The same census as a picture. Armor sat at 12% while characters, the best of the lot, were at 62%.

No new kind of asset had gone into the game since July 27. We’d spent weeks tuning frame times and lighting on a world that was missing most of its stuff.

Content first

Within minutes there was a new plan, and it was simple. One goal: a world dressed in finished content that four friends can play together for two hours with no problems, where a brand new player can make it through their first hour without help. Performance and polish got parked until that was real. When we parked it, the game was running at a median of 10.8 milliseconds a frame at 1440p on Ultra in the spots we tested, so it could wait.

That night I added one more rule. We’d just moved to Unreal Engine 5.8, so I asked: “We fully updated to ue5.8 right? We have queued up all the new changes and tools that gives us?” Once I had my answer, I wrote: “get us there. Assure we’re using cutting edge best practices to achieve our mission that should be at the forefront of our plan.”

A small grid of dark flat slabs with a few tiny buildings, sitting inside two thin rings of wall on wide, empty white ground, with bare white hills and mountains behind.
Sep 22, 2:33 PM. Forge Eternal from above that afternoon, a grid of slabs inside two rings of wall on empty white ground. A long way from the world I wanted four friends to play in.

The next day I added another. From then on, finishing meant something: a piece of work was finished when it was proven in the game, not when it was written. I put it this way at the time: “to note, i want to assure our plan has us finishing lanes of development in an intellent way.”

The first things to land

The content started landing that same afternoon:

  • The skins I approved went on. The approved character skins became the default.
  • Towns got their real walls. Authored gates, towers and wall pieces went in, 19 wall pieces and 129 building models in the first import.
  • Sound. Footsteps by surface, for dirt, wood, mud, sand and snow. Calls for the creature families that had been totally silent. UI sounds and work sounds, all from free, properly licensed sources. We started a license ledger so nothing ships on a guess.
  • Work you can see. The first work animations: hammering, grinding, tanning, and chopping wood.
  • An item factory. A setup that takes an item from an image to a 3D model to the game, piloted on 12 items. By Sep 24 it was 142 of 201 through.
  • The first hour. Eating, drinking, resting, and working in another town all got wired for a new player.
A raised view over pale sandy ground thick with dark low-poly trees, a bare slope dotted with tiny figures, and a long straight wall of dark planks across the far edge under a cloudy sky.
Sep 22. The capital’s outer wall from the approach that afternoon, one plain dark fence line past a lot of trees. The real wall pieces were about to go in.
Six plain grey 3D models on a grey floor: a pickaxe, a hammer, a spiked round shield, a chain coif, a round flask and a long thin blade.
Sep 23 and 24. Six of the item factory’s models in plain grey: a pickaxe, a hammer, a shield, a chain coif, a flask and a slim blade. The step from an image to a model the game can use.
A top-down view of a capital: a grid of flat grey slabs on sand inside two thin rings of wall, a dark forest around it, and a few animals with patchy skins at the edge.
Sep 22, 5:29 PM. The capital, Vaelmyst, from above. A grid of slabs on sand. This is the town I looked at before I typed the line below.

When I saw the new town frames that evening, I didn’t sugarcoat it: “Need major adjustments, these do not look like manorlords quality or anything close to it.” So that became the bar. Towns at Manor Lords quality, in our own look. Terracotta and lime plaster, not thatch. The way we wrote it down: “Style is ours; quality is theirs.”

An aerial view of a marsh town: a grid of flat green slabs with a few small huts in the middle, a ring of wall around it, trees behind, and pale mesas and dunes on the horizon.
Sep 22, 2:33 PM. The Root, a marsh town, from the afternoon tour, a few hours before the capital frame above. Slabs in rows inside a ring of wall, the same grid problem as the capital.

The town grid had to go. Towns had one main street and evenly spaced side streets. After the change, roads grew out from the market and followed the land, the way a real town would. New house shapes went in too: a great hall, two-story houses, L-shaped houses, courtyard houses, cottages and stores.

A ground-level view down a flat sand-colored paved street between two plain houses, with tall carved stone pillars and a market stall at the far end.
Same evening, down at street level. Flat paving, plain walls. You can see why I said what I said.

A new world, rebuilt from the ground up

The other half of my question was the map. The whole world got rebuilt through a process we call the bake, and it fought us the whole week.

A pale grey relief map of the whole island with a large round crater in the middle and clusters of small red squares across much of it.
Sep 23. The rebuilt map run through a flatness check, every flat and empty stretch of ground boxed in red. There was a lot of red.
A pale white rock plateau with a round flat pan at its foot, under a golden cloudy sky with a dark sea far behind.
Sep 23. The Hollows, white wind-carved rock with a round pan, one of the first frames of the rebuilt world. The bake that built it fought us all week.

By Sep 27 the rebuilt world had these rules, and all of it was still changing:

  • Rivers ran downhill. There were 59 rivers, and 54 of them reached the sea. None climbed more than half a meter.
  • Lakes sat where lakes go. Turns out “every lake in the world had been drawn at SEA LEVEL until now.” After the fix, 198 lakes were drawn whole at their real height.
A raised view over brown ground dotted with bare white trees, a turquoise lake in the foreground, pale ponds scattered beyond, and a long white plateau on the horizon under clouds.
Sep 28. Pale Reach from the next region tour, with lakes sitting in the ground at their own level.
  • Coasts got a real shelf. The sea floor fell away gradually instead of dropping off a cliff, so things could stand in shallow water. There was still no sea travel, and this world had no word for a ship.
  • You could see the world. At full zoom out, the camera tilted so you could see up to 1,267 meters ahead. There was no minimap in PRIDE, so landmarks on the horizon had to pull you toward them.
  • History was on the map. Ruins, watchtowers, forts and camps had been hardcoded, mostly at spots that weren’t even on the map anymore. After the change, 868 sites and 17 ancient falls were placed from the world’s own history on day one.
  • Food out in the wild. I said “things should be distributed around the WORLD in addition to the starting town locations,” because if you walked out of town there was nothing to gather. After the change, no spot of land was more than a kilometer from something you could forage.
  • A bed on night one. Every settlement had somewhere to sleep, from an inn in a town to bedrolls by the campfire.
  • Only rivers counted as water. On Sep 23 I ruled that only rivers got to shape a town around them. Dry canyons and washes didn’t.
A golden sand slope fading to white on the right, a dark forest and a pale clearing on the left, and a snow-covered plateau under heavy clouds in the distance.
Sep 23, the Ashenmere Basin. One of eight region vistas, the first frames ever taken of the new world.
Rolling white hills ridged with shadow under a heavy sky, a tiny building on the crest, and a dark flat sea on the horizon.
Sep 23, Thornveld. White hills running down to the dark sea, from the same first set of region vistas.
Rippled orange sand dunes under heavy clouds, a shadowed hollow at the lower left, a long gully cutting down the right side to a sheer pale edge, and a white plateau beside a dark sea on the horizon.
Sep 23, Ironweld. Rippled orange sand and a long gully, from the same first set of region vistas.

On Sep 27 at 3 in the morning I made my favorite call of the week. A batch of cliffside valleys on the coast kept getting dropped because their spots landed in the ocean. I wasn’t having it: “make the shuffle not be in the ocean? … we need a beautiful immersive love to explore passion adventure map.” So the rule became that when a place worth finding can’t go where it was planned, it moves to land that deserves it instead of getting deleted.

What went wrong

A new player couldn’t earn a single coin

A wide bare plain of pale sand striped with long shadows, a few dozen tiny figures gathered around a dirt track, a dark hill of grass in the foreground and a line of trees behind.
Sep 22, 2:33 PM. Wanderers Rest, a camp, from the same tour that afternoon. A few dozen tiny figures on a wide striped plain, with open ground all around them.

We had a test player play all three of the game’s openings for an hour each. It earned zero. Nothing. When we dug in:

  • Nobody could find their way. The whole world’s navigation covered one 2 kilometer box, and the places people actually live were 17 to 41 kilometers away from it. In one hour, 281 different people tried to walk somewhere and failed.
  • There was nowhere to work. One town had filled all five of its jobs on its own, and 149 people were stuck doing odd jobs.
  • There was nowhere to sleep. No inn existed anywhere in the game.
  • There was nothing to pick up. One opening woke you up nearly 2 kilometers from any town, with nothing to gather in sight.
A wide plain of rippled orange sand dotted with bare dead trees, two flat-topped mesas at the left, and a cluster of low drum shapes far off near the horizon.
Sep 22, 2:33 PM. The largest settlement on the map from the same tour, a cluster of low shapes far across bare ground. Open sand all around, with little to gather.

All of it got fixed in code that week. On the navigation I ruled with one line: “study best practice for this and implement the solution”. On work for strangers I asked for it to be “logically built out and implemented”. The result was real navigation where people live, a labor market for strangers, beds, and food in the wild. The proof run was still waiting on the new world when the week ended.

The 6 cm house

A model file says what units it uses, and the importer ignored it. So we got a house 6 centimeters tall, and a gate that measured 0.1 meters.

The bake, step by step

Rebuilding a whole world means it breaks in creative ways:

  • The ocean covered the entire map, including a crater 300 meters below sea level. The ocean’s outline had simply never been set. After the fix it followed a traced shoreline with 927 points.
A raised view over a wide grey-blue slope covered in thousands of tiny trees running down to a dark blue sea, with two snowy peaks on the left.
Sep 28. The Wailing Coast from the next region tour, with the sea back where the shoreline says it goes.
  • Wells to nowhere. A scan of the land found 34 holes deeper than they were wide, one of them 900.9 meters deep.
  • A blue hole ate a river. A deep sea pit sitting on the Sulsrun’s path drowned the last 5.6 kilometers of it.
  • Two towns ended up underwater, one under 4.5 centimeters of lake and one under 22.
  • A river ended inland because a step that simplifies shapes dropped the point where two rivers meet.
  • All 198 lakes failed to build. The fix was bending every lake edge out by 2 centimeters. Then all 198 worked.
  • The engine ran out of room. Unreal 5.8 had a table with 1,048,576 slots, and loading every distant piece of the world at once overflowed it.
A grey height map of the whole world: black sea around a grey landmass, a deep black round crater with a bright rim in the middle, and bright high ground at the lower left.
Sep 26, 5:03 AM. The whole world as a height map, where lighter is higher. The dark ring in the middle is the crater, 300 meters below sea level, that the ocean had been covering.

Four players, two dropped

The first four-player test lost two of its three friends while they were still joining. Building their copy of the world took longer than the 60 second join window. The window was raised to 180 seconds. That run didn’t count as proof, and we said so.

What I learned

Count before you polish. We’d been tuning a world that was missing most of its content. The census took one afternoon and changed everything. The question that decides what’s next is simple: does a player in a four-player game actually run into this?

Done means proven. A piece of work is finished when it’s proven in the game, not when the code is written.

Use what the engine gives you. Knowing about engine features doesn’t count until it’s checked against the engine itself. Installing 5.8 was step one. Using its best stuff is the real work.

Don’t delete the good stuff. If a place is worth finding, move it somewhere that deserves it. Losing it is the last resort.

Even the reviewer can be wrong. At one point a review flagged a problem as critical, and the review itself turned out to be wrong. We wrote that down too.

A wide view over a dense carpet of dark trees with a pale road running through it, a snowy rise at the right edge, and a hazy sea on the horizon.
Sep 23, Vael’s Cradle, the green heartland. Season 0 ends on the first look at the new world.

Next up

That’s Season 0, from the first commit on Feb 4 to Sep 27. The Forge moves on to weekly devlogs from here.

September 22 to 27 in numbers: 382 commits · 6 of 6 days with a commit · busiest day Sep 23 (112) · Unreal Engine 5.8 · 5,206 total by day 235.

What’s the one thing a game has to have in its first hour to hook you? Drop it below.

Colophon

Season 0, chapter 7 of 7. The images are real captures from the build, and the chart is drawn from the record.

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