Monthly Treeverse Update #47
The forty-seventh edition of monthly Treeverse updates. Read more for game development insights.
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!
As mentioned in a bit more detail on the going forward section, we’ve been steadily having internal play tests (we will post a bunch of videos this month) but still need a bit of time before public testing.
The good thing with previous builds is we get one step closer each time. Season 1 was the first time having a challenge like this on the grand scale, once we get past these hurdles we can focus more on development and the feedback loop to improve the game.
We will also start to share lore of our world this month with a deeper look into some features. Excited for you to all play this levelled up version! Our internal timeline we are focusing on the features we want for the build to get this out, the point of Season 2 is for you to get a better taste of the game and give actual feedback we can action on as most of the core loop is done.
Art Update
Engineering And Design
Design
Designers have continued implementing quests in game, fixing bugs and adjusting things.
They’ve also made steady progress on the combat, finally re-implementing the design for version 1 of our combat indicators since the new combat system was introduced. The wolf dungeon series and horn owl dungeon series were also completed. They still require further tweaking and modification but is a decent starting point.
Rules for how teleportals work in game were also implemented, requiring players to first visit certain areas before they can fast-teleport there.
The notifications system was finished early on in the month and subsequent implementation of it with the PR going up today.
Engineering
Engineering team has been hard at work. We’ve had so many PRs get merged this month from entirely new features, UI migrations, build fixes, build improvements and more. I’ll list a few of the important stuff below
Improve build times by between 2.5-4x, reducing build times on some platforms from close to 4 hours to just 1 hour in best case.
Even faster with only code updates, being able to build in a couple of minutes.
Loot bag and drop visuals implemented. Monsters drop loot bags with different visuals based on rarity of drops.
Combat improvements with auto aims and ability indicators.
Talent Tree proper UI implemented
Fix various navmesh bugs
Implement different footsteps sounds based on ground
Stables UI implemented for pets and mounts
Improved gathering and interaction mechanisms in the game, making use of the navmesh
Adjust revival mechanisms in game
Various quest improvements and bug fixes
Dither shader engineering done, still waiting on implementation in game
Continue migration of cloud services from google to amazon
Going Forward
We’ve continued with our nightly builds and play testing internally every 2 weeks. Things are improving steadily, but there’s still much work left to do before we can open the floodgates for external players.
Core systems are getting close to stable, they’ll kept being worked on and improved but will likely have less bugs and issues as we go forward.
Once designers can focus on implementation without blockers I expect progress will be significantly faster externally, and we can share more and more gameplay related things.
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.
















































