Dev Log – May 4, 2025: Swaying Wheat and System Foundations

What We Worked On This Week
The field is starting to feel alive.

This week in No One Leaves the Field, we made major visual and structural progress:

  • 🌾 We created a custom shader that animates the wheat, giving it a dynamic wind-blown effect—it’s subtle, but it breathes life into the environment.
  • 🛠️ Our procedural generation system now supports prebuilt areas. This means we can mix handcrafted scenes into the random layouts to guide pacing and story progression.
  • 🖥️ We also added a start menu—because even cursed wheat fields need a clean entry point.

What’s Coming Next
We’re preparing to bring all the pieces together with the first playable build. Here’s what we’re targeting this week:

  • Finalize the first phase of the game loop (objectives, story triggers, and escape logic)
  • Create a loading screen to tie scenes together
  • Get our first full build up and running for internal testing

Studio Notes
If you haven’t already, now’s a great time to wishlist No One Leaves the Field on Steam!

🎮 Wishlist here

Thanks for walking the path with us.
The field is growing darker each week.

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