Discord recap #1
I’ve been sharing small updates in Discord recently—quick gifs, experiments, and work-in-progress features that aren’t always polished enough for a full devlog yet. If you want to follow along, you can join here.
This is the first Discord Recap—a quick summary of some of the small updates posted there recently:
May 17: No-grid inventory prototype
Quick update: been working on a prototype for a no-grid inventory—like in the original UO. It may not be the most convenient system, but at the same time, I think it’s one of those core features that can give the game that classic old-school feel. For the first couple of playtests, we’ll probably include both versions (grid and no-grid) with an ability to toggle between them. Curious to see which one feels better in practice.

May 21: UI experiments— inspired by Ultima
I’ve been playing around with making the UI feel a bit more like UO—here’s a quick gif with some of the features in progress. Not sure if this will make it to the final version, but I think there’s something to it. The bags-inside-bags system is kind of messy, but honestly, I had fun organizing everything. One of the goals is to keep that feeling (and freedom), while adding a few modern QoL improvements. Building on top of Unity gives us a lot of freedom here, so I’m excited to keep iterating on it.

May 26: Notoriety system
Still working on UI—today’s update is about “notoriety” display for creatures and players. It works pretty much like the classic UO system:
- Blue — neutral or friendly players and creatures
- Grey — criminals or most monsters, can be attacked freely
- Red — murderers or more dangerous enemies
In the gif below you can see how it looks in-game: colored outlines, nameplates, and a small indicator under the target. Next up is buffs / skills / stats—then I’ll likely put together a full devlog with an overview of all the UI-related features built so far.

June 11: Buffs & debuffs system
Testing out a new approach for updates—a quick video with feature showcase and captions. Trying to make it easier to share progress both here and on other platforms. This time—a look at the buffs & debuffs system:
- HP regen near campfire
- Swords add a “Bleed Chance” buff
- Bleed effect on mobs
- Poisoned state (don’t trust every apple 🍎 you see)
Want to see more work-in-progress updates? Come hang out on Discord.