These are all the missed development logs since we started publishing.
Developing Log 0
We chose a first platform to publish super early access for our game. And although our main goal is to publish on Steam, while the game is still very raw, we will be posting builds on the itch.io platform, so that everyone who is interested in whether it is possible to write a full-fledged big game with an OpenWorld system on the Qt Quick 3D engine could feel for themselves how and what is obtained in this experiment.
Spoiler: Yes, it is possible!
Development log 1
As you know, we chose a not-so-easy way to implement our product; we chose the Qt Quick 3D engine as our main development tool. And of course, a few screenshots of what the early version of the game will look like.




And now the most interesting part - What we did last week.
Of course, we still have a lot to do, and soon we will organize platforms for collecting funds for development. So that we have more opportunities to prepare as full an early version of the game as possible.
I also want to note that we are not going to compete with developers who make games on Unity or Unreal Engine, (P.S. in terms of beauty and rendering, these guys will definitely beat us no matter how hard we try), our goal is to make the game exciting and enjoyable to explore. We chose Qt so that the final product would be truly unique and interesting to people. Since we will not have tempting opportunities to throw ready-made typical mechanics into the game.
Development log 2
What we did last week:
Development log 3
Manager - this is the most popular job in the new colony among all residents… And apparently, a certain Anthony Takahash has already rushed to get a job in Capital Town - it seems to be the most prestigious job in the initial stages of the game - after all, that's where all the starting goods necessary for survival in the game are sold. And it seems that our new cunning manager has already noticed that the demand is simply huge, and the first thing he did was raise the prices for food. The player can also get this job - if they have time, of course)
Residents - Residents are the main inhabitants of the new city; in fact, they are the main characters of our game. They have needs and ambitions, and based on this, they try to find their place in the economy of our game.
Significant improvements to open-world generation, and although there is still a lot of work to do in this segment, we have managed to diversify locations even within a single biome. You can see how it looks now.
Updated the contents of the Forest biome
Let’s go for a walk in our new world with our new dev log video!!!
Development log 4
What is the City in the Ecliptica world? The City is a place where everyone can find food, a job, and a home.
The city is run by corporations; corporations own property for which residents work. Each resident decides for themselves who to work with and what activity to engage in.
Also, each of them can found a new corporation if they accumulate enough money.
City - this is just a place…
Construction - is a process that requires significant investment, and it also creates economic entities that, in turn, open up opportunities for residents.
Free pricing - you and other game participants can set any prices for your goods - but it is worth remembering that there are competitors who will happily bankrupt a greedy businessman)
Development log 5
The week is coming to an end, and it’s time to share what is perhaps our most notable achievement lately.
We’ve significantly optimized the game and increased the effective render distance to 1700 meters from the player — which is more than what most games with procedurally generated worlds offer.
💡 Effective render distance means not just terrain visibility, but also full rendering of vegetation and other decorative game elements that bring the world to life.
Additionally, thanks to Qt Instancing, we were able to greatly increase the number of objects in the scene without compromising performance.
The current build can now handle 10,000 to 20,000 objects simultaneously without major issues.
Of course, this parameter will be included in the settings, so players can adjust it to suit their system’s capabilities.
Stay tuned — more improvements coming soon!
Development log 6
Developer Log 6
This is the sixth entry in our development log.
In this update, we’re introducing new buildings and the terminal system.
Buildings
Buildings are standard in-game objects that perform various functions:
Each building is an interactive element and plays a key part in the game’s economy and structure.
Terminals
All buildings are equipped with terminals — interfaces that allow the player to interact with them.
Through terminals, players can control production, manage storage, or initiate building-specific actions.
More functional and visual improvements are in progress.
