Devlog

The build log.

Short, permanent updates on what changed, what broke, what was learned, and what comes next.

Preparing the first public playtest

The focus shifts from adding another major system to making the existing game presentable, downloadable, and testable by people outside the development loop.

Why now

Grimhold already has enough connected systems that more private development will produce diminishing returns. Fresh players are now more valuable than another week of building in isolation.

What is being prepared

An official website, gallery, public roadmap, development history, launcher download package, clear Windows instructions, and a permanent devlog.

What comes after

Playtesting will drive the next bug and clarity pass while world-generation quality, faster map loading, and targeted world updates continue in parallel.

A much larger world and a faster path forward

The full 3×3 supergrid was generated, deployment tooling improved, and attention turned to smoothing coastlines and moving expensive generation work onto the VPS.

World scale

The current world now spans nine grids. Each grid is a 5×5 block of areas, putting the active supergrid at 15×15 areas total.

Generation

Local generation exposed the cost of coarse hydrology and very large chunk counts. Server-side generation is now the preferred path because it offers much more CPU and memory headroom.

Deployment

Deployment failure handling was changed so a stopping error does not automatically destroy a long-running world-generation result through an unwanted rollback.