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Lucid

@Lucid

Joined June 1st, 2026

  • 4Devlogs
  • 2Projects
  • 0Ships
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10h 12m 3s logged

**Survival Devlog #4: Ice??

This update introduces a new biome, and a new ore/tier progression, as well as bugfixes, QoL updates, and a few more cool things described in this update.

Added since last DEVLOG:

  • New Glacial Tundra Biome:
    • Cold bar that makes you take damage if you dont have the Thermal Lantern
    • Slippery Ice physics
    • Cobalt ore, bars, sword and pickaxe
    • Frost Wolf and Ice Golem Miniboss(WIP)
  • NEW BASIC BASE BUILDING SYSTEM:
    • Doors, wood walls, stone walls
  • NEW NIGHT ENEMIES:
    • Zombies, Slimes, Skeletons
      WIP RN:
      working on this stuff right now didnt have enough time for the devlog
  • Huge buffs on the Ice Golem, has a chance to spawn when you break a cobalt ore block
  • Combat revamp, making it like those from dark souls, sekiro, deepwoken, etc
  • “GOLEM CORE” item dropped from Ice Golems and needed to craft the cobalt sword
  • cobalt sword will shoot projectiles
  • shield
    Next Steps(Short term):
  • Better Combat Integration with Progression(More bosses for items)
  • More to come soon

**Showcase: **https://youtu.be/FZiQl1QMIpw
Also, apologies for the rushed devlog, a more detailed one will be released next devlog.

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9h 52m 40s logged

FORGEBOUND Devlog #3: Base early game almost done

Lots of progress made since last devlog. Massive overhauls have been made to the desert, with ores spawning in clusters, and in specific areas of the desert. Solarite is much harder to get as it requires an iron pickaxe at minimum to break and collect.

Added since last DEVLOG:

  • New Swords with Unique Personalities:
    • Wood swings fast
    • Stone is slow but has wide sweep
    • Copper has critical chance and quicker speed
    • Iron has higher knockback and deals more damage than copper
    • Solarite has a burn effect and has a light that glows when equipped
  • New enemies to make desert harvesting harder:
    • Scorpions(charge at you)
    • Beetles(fly around you and charge at you)
    • for now only drop leather, but will drop more as I add new objects
  • Visual ambient day & night cycle
  • Combat is much more “Juicier”
  • Basic smelting system with more plans to improve
  • HUGE map and resource respawns so you dont run out of any resource
    Next Steps(Short term):
  • Biomes alongside progression
  • Improve the generic simple smelting system
  • XP system more meaningful

YT SHOWCASE COMING SOON

BTW is FORGEBOUND a cool name for this project?
This image is ai generated my game does not actually look like this, but its based off of what i currently have in my code

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11h 43m 53s logged

Survival Devlog #2: major core mechanics done

Lots of progress has been made to my survival game, has been quite challenging since im working in pygame.

By the way, I know this devlog is really spaced out from my last project, I thought I had made a devlog in between but turns out I didn’t, or I never posted it for whatever reason.

Added since last DEVLOG:

  • Collisions with static resources/objects
  • Basic building system for workbench and furnace
  • Harvesting system
  • really basic xp bar meant for a leveling system
  • WORKING drag and drop inventory
  • Improved desert by adding heat damage, adding more ores, and an exclusive ore(solarite)
  • Cows for the basic NPC functions, and damage indicators
  • ITEMS: leather, leather armor, wooden sword, stone sword, stone pickaxe, iron ore, copper ore, solarite ore, workbench, furnace(WIP)

Next:

  • Sprites
  • Save/load system
  • structured progression eg. bosses, biomes, ores, meaningful level system
  • bosses
  • day/night cycle

YT SHOWCASE: https://youtu.be/OmomLTyvpnw?si=PADnX2eKr5Vvwn6V

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2h 17m 35s logged

Trying to make my own survival/exploration sandbox like Forager or Don’t Starve in pygame, I got the basic world generation and scrolling map done after quite some time of learning how to do it online.

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