Build progress · page built 6 Nov 2026

Where the build is.

What is moving this week, the step plan, the work log and the latest commits, straight from the project's own build records.

Rebuilt each time the site is published.

This week

What is moving

In progress

Red fox, toward sellable

The first animal built from a 3D scan: a CC BY taxidermy scan, rigged, with a coat grown from its own surface and 105 movement clips generated on its measured skeleton. Now fixing legs that poke through the coat in some poses, and the paws.

In progress

Common raven, the first bird

From a CC0 scan. The coat test passed against the bare scan, and it is being brought into Unreal. Flight is being measured from 168 openly licensed raven videos.

Next

Elk (moose)

Next scan after the fox: a CC BY elk scan, with walk and trot built for deer-family legs.

Held

Grey wolf

Built from measurements and photographs over 18 versions. Held while the scan route is proven on the fox.

13 of 14steps to the first playable version passed
198 / 216parts of those steps passed
1,642commits to the repository
69data files in the base game

The game's plan

Steps to the first playable version

The game build follows these steps in order. A step passes when its own check passes. Step 12 is the long polish step and keeps growing as we add to it. The plan was last changed on 25 Oct 2026; since then most work has gone into the animal models, listed under What is moving.

00

Build progress pane

Dashboard the preview opens on until v1 ships. Reads BUILD_PROGRESS.json, test results and DECISIONS.md live.

Passed6 / 6 parts
0.5

Mod loader (base game as a mod)

PRD instruction: build the mod loader first. All official content loads as the "base" mod through the same data, asset and script loaders modders use.

Passed5 / 5 parts
01

Planet + camera

Globe via 3DTilesRendererJS with self-hosted real elevation, handoff to editable local terrain near the camera, floating origin, log depth, sun/sky, continuous zoom from 2 m to orbit.

Passed10 / 10 parts
02

Data layers + grid

Baked climate, biome, land cover, rivers/coasts; H3 res 4 and res 7 grids; local 64 m chunks.

Passed7 / 7 parts
03

Ground detail + rendering quality

Procedural rocks/trees/grass by biome, terrain materials, shadows, post-processing, quality presets.

Passed6 / 8 parts
04

Avatar + survival

First/third-person controller, needs, gathering, inventory, crafting, fauna, farming, fire, day/night, seasons, calendar, born-random characters, aging, death and heirs, skip-ahead.

Passed14 / 14 parts
05

Building

Snap pieces, structural integrity, terrain shaping, hybrid voxel digging, blueprints, chunk-delta saves, and the full build job pipeline.

Passed8 / 8 parts
06

Followers + tiers 1–2

NPC model, family, wanderers, direct orders, jobs/priorities, work orders, zones, followers building blueprints. Perspective ceiling + tier unlocks.

Passed8 / 8 parts
07

Research

Tech graph loader, learn-by-doing, experiments, scholars, diffusion. First 4 eras of content (~100 nodes).

Passed5 / 6 parts
08

Macro sim + NPC world

~3,000 bands, cultures, migration utility, faction promotion, AI decisions, local/macro handoff, cohorts and named people, storyteller, disasters, environment and climate, pre-simulated history.

Passed11 / 11 parts
09

Settlements, economy, tiers 3–4

Production chains, planner AI, template library, jobs, housing, interaction wheel, crime, education, values and fulfillment, leisure, city services, laws, taxes and more.

Passed17 / 17 parts
10

Realm-level, tiers 5–7

Vassals, governors, command latency, diplomacy, armies, auto-resolve, mounts, interest groups, slavery and abolition, faiths, espionage, culture change, transport network, map-mode UI.

Passed16 / 16 parts
11

Full tech content

Eras 5–12 (~200 more nodes), automation A4–A8, late-game content, modern vehicles, late-era warfare, team sports engine.

Passed12 / 12 parts
12

Polish

Save/load hardening, settings, tutorials, Codex, photo mode, creative mode, feats, mod manager, script sandbox, docs, seed sharing, cloud backup, audio, trial and licensing, performance pass.

In progress73 / 88 parts

Work log

Recently finished

  • World stage H + H2: troubles end powers, successors, conquerors take what they can hold, a power that loses its capital moves it
  • WebGPU G13 ground cover and G18 soft/willow/herb/ground-mat node twins
  • Cat skin: one sculpted hide for the cat family (round 2)
  • World capacity C1, Fill 0: pollution no longer multiplies the fed capacity of cropland
  • Started: step-12 — Ocean Part E: FFT waves in compute on WebGPU (Elfouhaily spectrum, slopes at Cox and Munk), behind ?waves=fft; Gerstner stays the default
  • Started: step-12 — World stage T4.2: the ages spread at the sourced speeds (stateless walk calibrated to Pinhasi et al. 2005 and the Bronze/Iron Age dates); lands with E2+F2
  • Started: step-12 — Glacier look 2: crevasse fields over the whole tongue, crevasses with their own widths and lit walls, today's snowfields shown only where the date has ice
  • World history stage T3: the cropland map of 2000 limits where any age can crop; each age opens the cropland of the regions that stood in it, at the dates they did
  • Started: step-12 — World history stage T3: the cropland map of 2000 limits where any age can crop; each age opens the cropland of the regions that stood in it, at the dates they did
  • World D2: what the land feeds, farmland not fouled by its own people (T1), farmers' land grows through the age (T2)
  • Started: step-12 — World D2: what the land feeds, farmland not fouled by its own people (T1), farmers' land grows through the age (T2)
  • Glacier look: calving cliff, strain crevasses, smooth orbit margins
  • Started: step-12 — Glacier look: calving cliff, strain crevasses, smooth orbit margins
  • World stage B: war is fought by armies

Repository

Latest commits

Raw commit notes, written for the build rather than for readers.

Show the last 14

  • moose 0044e round 2: belly skirt fixed at cause (limb flesh-radius skin weights + joint overlap), joint-rate and stride fits for the 7 other clips (0 pops, 0 toe slide on all 9), belly probe, pop probe, sheets; coat pen gate now fails (thigh/belly overlap), open
  • birch r12 split: r12b (no angles) and r12c (angles only) scored 5 flat + 3 natural; neither adopted
  • to-gemini: fix script path
  • to-gemini: fore-paw gallop fix landed, worker d5 gate
  • fox forepaw: gallop gate table sheet, RESUME note
  • 0042d5: v11 coat Ca4+/hind-hock penetration fix + cross-OS parallel pose sharding
  • todo: moose-yt-route ask
  • moose CC video search: blocked by YouTube bot check, 232 candidate ids recorded
  • face lane pass 5: framing is a cause (0052z2), sheet, RESUME
  • to-gemini: job 0055 hand-click keypoints; flag on 0048 articulated points
  • fox tracker round 2: real-gap diagnosis on all 209 frames (swaps, groups, label error), sheet
  • birch r12: QSM (Betula pendula, Zenodo 4487116, CC BY 4.0) architecture metrics, generator skeleton compared, params_r12 by rule; referee lower for hero summer so not adopted
  • fox tracker: all 209 real GT tiles + anchors, 0051g inference ps1
  • todo: moose-gait-video answered B (CC BY YouTube/Vimeo)

Work with us

Have scans, footage or measurements of an animal? Need one built?