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Monthly Treeverse Update #11
The eleventh edition of monthly Treeverse updates. Read below for some game development insights on what we’ve worked on in the last month.
An update on Treeverse. A look at our development and art team progress. We will be posting monthly for you to follow along the development of Treeverse, so make sure you subscribe!
Closing up on almost a year of monthly updates. It’s been a wild ride so far! There was some excitement around our recent official announcement of Pre-Alpha which is launching in Q4 2022, thanks for all the support.
We have been working with Hologram for the last few months on Timeless Vtubers. Excited to share more details when it’s all ready!

Concept Art Update
Some words from Scott, our Art Director:
“For the month of October, the art team has been focusing on the production of the pre-alpha. Below you can see some of our progress which includes environment, combat animation/ VFX, and monster animation/VFX. Note that internally, we categorize our art assets into different levels of finish, which are denoted in L0 to L3. L0 art assets mean it's a placeholder with no art done, L2 meaning is market-ready, and L3 means it's highly polished and it's as good as we can get. What you have seen so far are mostly L1 to L2 level finishes of assets and will be polished further once we make sure our game is working properly.
As our pre-alpha date draws near, the team has also been working on optimization and some technical problem-solving as we continuously test our build. (Image 1)The art team is also working closely with the combat team to make sure the design vision is realized with the best art delivery possible, this is a back-and-forth process and also part of the reason why game development takes such a long time. (Image 2)
The art style development of Treeverse is nearly complete, and we will likely not see drastic changes moving forward. There are many mobile games out there that are cluttered with the maximum amount of details trying to impress the players, in actuality it just makes it hard to read what is going on on a small mobile screen. We hope to avoid that but still deliver a rich and beautiful visual as shown below.”
Engineering Update
The development team worked on the various different features listed below. In addition to this, we quickly realised the issues with some of our pipelines when work was handed between different departments in our team, and so the engineers got together to solve these by defining some SOPs.
Server Team
Profanity Filter API for character names
profanity filter for identity and character save
Knowledge Tree API implementation
Customer Support Website
Backend management
Excel to CSV Parser
Fixing bugs in a few APIs
Combat Team
Ability system onboarding for new developers
Gimmick system onboarding for new developers
Adjust transform component and add the aim assist feature.
Parameterize the input delay time
Custom timeline tool for setting VFX timings
Fixing bugs in the ability system
Systems Team
Bag & Inventory system
Character Creation
Dungeon System
Main menu
Parser for CSV data into the creation of scriptable objects
Game Design
Some words from our Lead Game Designer, Max:
“Due to changes in design direction, combat now plays an even bigger part in our game, and designers have invested a lot of time testing and adjusting combat pace during October. We studied different games’ combat designs, aiming to find our own style and keep polishing, so we can provide a better combat experience.
Another thing that we’ve been adjusting is monster and level design. Tribes should have different styles and act in different ways, whilst the design fits the lore. Dynamic events are going to play a massive part in this because as time goes by, different things will happen, affect other tribes and change different tribes’ stories.
We’re now in the early phase of development so combat plays a huge role. Our lore design also changed. But one thing didn’t change, we want players to feel related to our lore, that they’re part of this world, and that they belong to Treeverse. This is what we really care about.”
Open Positions
We are actively looking for people in the positions listed below:
Unity Developer
UI/UX Designer
If you are interested in any of the roles, have the right experience and excel at what you do, contact vacancies@endlessclouds.xyz. For more information on the artist roles, check out some of these roles on our Artstation page.
Going Forward
2 months left of Q4 2022. Subscribe to this newsletter as in November we will announce details and a form for Pre-Alpha. It will be limited access and under NDA to test out our combat game loop and gain feedback on it.
However, we will officially share some clips of it over the next few months!
Disclaimer: Please note that anything written in this document should not be taken as financial advice. Endless Clouds is dedicated to producing a fun, enjoyable game that integrates NFTs. NFTs are a new and highly experimental technology and should not be bought for investment purposes.
Monthly Treeverse Update #11
Can't wait to play this and find out all about the lore. Keep rocking.
Lourd ^^