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.
For anyone curious, 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.(edited)

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 to 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
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