New ships. A connected world.
The Vertil, a new character generation and the first confirmed graphical-client connection on the test environment. September brings art and online play closer together.
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DAWN HORIZON
Two weeks. A new chapter.
The Vertil, a new character generation and the first confirmed graphical-client connection on the test environment. September brings art and online play closer together.
Read the devlogEstotiland: Dawn Horizon is a top-down multiplayer role-playing game. Its world revolves around islands, sea voyages, crafting and life in settlements.
This is the story of its creation: terrain taking shape, ships and characters arriving, and individual mechanics becoming part of a shared world.
Explore the artworkDesign specifications, not measures of completion.
Actual captures from a Unity study scene: from placing objects on a test plane to a harbour on a terraced shoreline. This is an environment study, not online gameplay footage.
The Vertil, a new character generation and the first confirmed graphical-client connection on the test environment. September brings art and online play closer together.
Open this issueFrom island generation to a shared environment with plants, animals and buildings.
Ships, characters and materials are integrated into the client and visually reviewed.
Joining the world, verifying backups and investigating entry delays.
A retrospective drawn from the development history. Each issue covers two weeks of changes, visual material and work that remained unfinished.

The current period focuses on delays after pressing Play: catalogue loading, terrain rebuilding and the first frame of a game session.
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The Vertil, a new character generation and the first confirmed graphical-client connection on the test environment. September brings art and online play closer together.
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The ship model gains a working connection to client-side rendering. A lifeboat arrives, and the import pipeline preserves vessel structure.
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The first world backup verified by restoration, together with more memory-efficient data reading, marks an important step in alpha preparation.
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Menus can now be seen in a client build, starter items gain icons, and graphics and audio gain automated checks.
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Beaches, coastal foam and mountains receive visual refinements. A separate launch mode is created to test the client interface.
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Plants, animals, buildings, a character and a pier come together in the demonstration scene. Water and shoreline visuals become more closely connected.
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Plants gain wind movement, terrain gains new passages, and art production gains a shared list of objects and environment assets.
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Coastlines, terraces and biomes begin to form recognisable islands. The interface starts guiding players from character creation to life at sea.
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Ship dimensions and handling become more precise, while the first Sapient character model arrives in the game project.
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May begins with systems that connect adventures on land and at sea: ship handling, boarding, farming and gathering resources.
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These issues were reconstructed from Git history and project materials. Issue dates refer to the work period, not an original publication date. Illustrations and AI concepts are labelled separately from build captures; later material is not presented as an earlier screenshot. Each devlog identifies the sources for its changes.