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