
Hi!
Another month and a half of work on PAINLAND has passed, and as usual, we want to gather in one place the most important things we’ve been working on.
This time, however, we want to start with one important piece of information.
This will be the last monthly update focused mainly on telling you about what we’re working on.
Starting with the next update, we want to regularly show you much more concrete progress directly from the game - new locations, systems, animations, models, and more gameplay elements.
Animations
Over the past few weeks, we’ve been heavily developing character animations. We’ve been working on player movement, weapon handling, and the use of tools.
We’re also refining character behavior from both first- and third-person perspectives. This is a major part of the entire control system, as virtually every action performed by the player needs to look and work correctly from both perspectives.
At the same time, we’ve been creating animations for forest animals, which will eventually start appearing throughout the world of PAINLAND.
Clothing and Equipment
We’ve also devoted a lot of work to models related to character appearance and equipment.
Among other things, we’ve created new:
jackets,
pants,
hats,
gloves,
masks,
helmets and headgear,
night vision goggles,
bulletproof vests,
armor components.
We want the character’s appearance in the game world to change as they progress and develop. That’s why we’re preparing a large number of clothing, equipment, and protective gear items.
Weapons and Tools
We’re also expanding the pool of items available to the player.
Recently, we’ve created new models for ranged weapons, melee weapons, and tools that will be used for exploration, combat, resource gathering, and other activities.
You’ll be able to see some of these items in our upcoming materials.
Game World
A huge amount of work is currently going directly into the environment.
We’ve been creating new trees, bushes, grass, roads, and many elements characteristic of different areas of the world.
We’re also creating urban elements, tents, furniture, and dozens of smaller objects needed to build forest and urban biomes.
Individually, these are often relatively small things, but they are what eventually come together to create complete locations and the entire world of PAINLAND.
Game Interface
Over the past few weeks, we’ve also significantly expanded the game’s interface.
The work has included the game’s intro scene, main menu, settings, the game loading system, and server creation.
So we’re not only working on the HUD visible during gameplay, but also on the entire player experience from the moment PAINLAND is launched until entering the game world.
New and Developing Systems
At the same time, we’re developing several larger gameplay systems.
Player Death and Corpse Decay
We’re working on the player death system and what happens to their body after death.
One of its elements is the gradual decay of corpses. We don’t want to reveal all the details of this mechanic just yet, but we’ll show it in more detail in the future.
Time of Day and Seasons
We’re also developing the world’s time system.
This includes, among other things, the day-and-night cycle and changes related to the seasons.
This is a system that will have a major impact on the appearance of the world and how it changes throughout gameplay.
First- and Third-Person Perspectives
We’re continuing to refine gameplay from both first- and third-person perspectives.
This applies not only to the camera itself, but also to movement, animations, weapon handling, tools, and various interactions with the world.
Resource Deposits and Mining
We’ve also created new resource deposit models while continuing to develop the system responsible for extracting resources from them.
Gathering resources from the world will be one of the elements of exploration and the player’s further progression.
Dedicated Servers
This is one of the topics that comes up very frequently in your comments and messages.
We’re reading your feedback and actively working on support for dedicated servers for players.
We don’t want to reveal the details of exactly how they will work yet, as many things are still being developed.
However, we can say that we’re taking this topic very seriously.
More information coming soon.
Level Design and Map
A lot is also happening with the construction of the world itself.
We’ve started working on the first target locations that are intended to be part of the final PAINLAND map.
Until now, many areas have primarily been used to test mechanics, systems, and the game’s visual direction. Now, more and more work is going directly into the actual game world.
At the same time, we’re developing the map layout, roads, points of interest, and connections between different areas.
And this is exactly where we’ll soon start showing you the first concrete results of our work.
What’s Next?

Over the past few months, a large part of the production process has taken place behind closed doors.
We didn’t want to show systems, models, or locations too early, before they reached a level that genuinely represents the direction of PAINLAND.
That is now starting to change.
This is the last monthly update in which we’re mainly talking about what we’re working on.
Starting with the next update, we want to regularly show you much more of what is actually being created in the game.
New locations, models, animations, systems, and more and more actual gameplay.









