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Block Wildin development environment

Development Progress

Development began in October 2025. The project is an active playable prototype, not a concept-only pitch and not yet a polished vertical slice.

Confirmed owner-provided inventory · Current as of July 2026

Investor Hub

What Is Already Built

These systems exist at prototype or foundation level. They still require content, integration, final assets, tuning, QA, and production polish.

Traversal & 2.5D Foundation

  • Side-view 2.5D camera and constrained 3D movement
  • Run, jump, cooldown dash, wall slide, and wall jump
  • Movement between depth lanes
  • Moving-platform interaction
  • Basic character animation system
  • Integrated mechanics test scene

Combat Foundation

  • Player melee attack
  • Health and damage handling
  • Ground and flying enemy prototypes
  • Enemy damage and death
  • Enemy defeats connected to quest objectives
  • Basic camera response and a dedicated combat test scene

Dialogue, Quests & World State

  • Simple and branching dialogue
  • Player response choices and persisted dialogue state
  • Dialogue triggers and interface
  • Single and multi-stage quests
  • Combat, collection, and location objectives
  • Quest journal, world flags, one-time events, and gated areas

Items, Economy & Saves

  • Currency pickups, inventory, equipment, consumables, and quest items
  • Shop interface, vendor, chests, and keys
  • Multiple save slots and deletion
  • Checkpoints, autosave, scene-transition saves, death respawn
  • Partial world-state and destructible-state persistence

Environment & Game Flow

  • Moving and floating platforms
  • Destructibles, traps, hazards, safe zones, and background audio zones
  • Intro, main menu, save selection, level select, pause, HUD, death screen
  • Volume settings, music system, audio mixer, and persistent UI
  • Cutscene triggers and mini-game return framework

Locations in Development

A modular environment base already supports multiple visual and narrative directions.

Early production

Sewer & Underground

Early playable environment and modular industrial kit. Candidate opening sequence for traversal onboarding, hazards, first combat, and the transition into the city.

Early production

First City District

Modular rowhouses, streets, storefronts, fire escapes, rooftops, lighting, and urban props designed for faster expansion into additional streets and districts.

Early production

Forest & River Study

Early natural environment exploring contrast with the dense city through water, weather, vegetation, and a more open route.

Early production

Mexican Desert Episode

Early visual and environmental study for a separate story episode beyond the primary city.

Early production

Night Visual System

Working foundation for moonlight, warm and neon local lights, fog, reflections, bloom, color grading, grain, animated windows, flicker, smoke, and atmospheric effects.

Investor-Ready Vertical Slice

The next milestone connects existing technology into one coherent, polished sequence.

01

Intro and save load

02

Sewer opening

03

Traversal onboarding

04

Interactive hazard

05

First polished combat encounter

06

Dialogue or quest acceptance

07

Short objective with a world-state consequence

08

Checkpoint and save validation

09

Cinematic exit into the first city district

Current footage can demonstrate genuine development progress, but it should not be represented as final gameplay quality. New work-in-progress screenshots, office-production photography, and a short build video will be added after owner review.