Archive
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Leyborn Idle: The Road to Early Access
The Path Forward We're closing in on Early Access. What remains is clear, focused, and entirely about finishing strong. What's Still Ahead - Enchanting completion - Mastery and skill pacing...
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Leyborn Idle: A More Cohesive World
A World That Connects The world is starting to feel stitched together. Combat, crafting, and survival now feed into each other in a way that makes sense. Thematic drops are in place: - Boars - Meat...
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Leyborn Idle: Enchanting Foundations
First Look (WIP) Enchanting is starting to take shape. We've built the early view and flow, and it's focused on clarity, intention, and scale. Essence is the core resource, and enchant outcomes are...
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Leyborn Idle: Items, Inventory & Deconstruction
What We Did Items are now persistent and unique. Equipment instances make each roll feel real, and groupings keep duplicates easy to manage. The inventory has been redesigned to support scale: -...
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Leyborn Idle: Expanding Combat Encounters
What We Did Combat encounters now have more variety and identity. New enemies include: - Skeleton - Wolf The Wolf now drops meat, giving combat a direct tie to survival. We've also updated the...
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Leyborn Idle: How Combat Feels Now
How It Feels Combat is more readable and less bursty. You can see what's happening, react to it, and recover from it. Blocking and dodging now have new animations that make every hit feel...
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Leyborn Idle: Items & Systems Progress
What We Did Items have shifted into a true system. Equipment instances give every piece of gear its own identity, while groupings keep collections readable. We've also introduced deconstruction and...
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Leyborn Idle: Combat & World Progress
What We Did Combat has been completely redesigned with a clearer, more cohesive view. The world now carries a darker theme that matches the tone of its encounters. New enemies are in: - Skeleton -...
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Leyborn Idle: What We've Been Up To
A Quiet Stretch of Progress A lot has been moving forward behind the scenes. Less noise, more momentum. The Broad Areas We've Been Working On - Combat overhaul - New enemies and drops - Inventory...
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Leyborn Idle: What's Left Before Early Access
The Final Stretch We've entered the final stage of development for Leyborn Idle. This is about finishing, refining, and making sure the experience is ready for Early Access. What Remains -...
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Leyborn Idle: Hunting for Food
A Small but Important Change Boars now drop meat. That meat can be cooked, stored, and used for healing which ties combat directly into survival and...
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Leyborn Idle: New Art Assets
Expanding the World New art assets have been added for items. These help reinforce progression while keeping the world...
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Leyborn Idle: Consumables and Healing
Eating to Survive Healing now comes from consumables. Different foods restore health in different ways, and using them at the right time matters. This gives combat breathing room without removing...
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Leyborn Idle: Cooking
From Raw to Ready Cooking turns raw ingredients into effective consumables. Cooked food restores health and scales with progression. Cooking rewards preparation and long-term...
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Leyborn Idle: Casting a Line
Fishing in Leyborn Idle Fishing is now available as a full skill. Catch fish across different tiers, gather ingredients for cooking, and build mastery over time. Fishing is designed as a slower,...
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Leyborn Idle: Food and Preparation
A New Layer of Preparation Food and consumables are now part of how you survive and prepare. Healing items restore health. These can be gained by cooking fish or hunting meat. Preparation before...
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Leyborn Idle: Rebalancing the Early Game
What Changed The early game has gone through a full balance pass. Experience pacing has been smoothed out, enemy difficulty has been normalized, and crafting costs now scale more naturally with...
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Leyborn Idle: Surviving Combat
What Changed Combat survivability has been reworked to be more predictable and readable. Health regeneration is now tied to your maximum health, restoring gradually over time. This makes recovery...
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Leyborn Idle: Back in Motion
A Quick Check-In It’s been a little while since the last update. Over the holiday season I stepped back from posting regularly to focus on building and refining core systems. A lot of work has been...
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Leyborn Idle: Rarity Auras
What We Did Added rarity auras subtle glows that instantly communicate item or enemy rarity. Each aura is drawn in real time using a custom GPU shader that outlines sprites without extra passes or...
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Inside Leyborn Idle: Combat Runtime and Simulation
What We Did Combat now runs on a tick-based runtime system that simulates encounters in the background. Each combat tick processes attacks, XP gain, and drops through lightweight runtime services...
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Building Leyborn Idle: Zone Drawers and Interaction Flow
What We Did Zone drawers are now fully functional. Smooth, layered panels that slide up to reveal more details without losing context. Each drawer layer (Details → Combat → Results) reuses a...
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Inside Leyborn Idle: Zone Grid and Card System
What We Did Zones now populate dynamically through the Zone Grid and Card System. Each card displays a zone’s name, icon, level range, and tag color, all pulled directly from data definitions....
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Building Leyborn Idle: Zones and Combat Foundations
What We Did We’ve implemented the Zone and Combat System, connecting encounters and combat simulation into one cohesive flow. Players can now explore zones via interactive cards, preview enemies...
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Building Leyborn Idle: Equipment Loadouts and Gear Management
What We Did The Equipment System is complete. You can now equip and unequip items across all slots. Weapons, armor, tools all with persistence and stat updates handled automatically. Everything...
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Inside Leyborn Idle: Character Stats Panel
What We Did The Stats Panel is now functional and fully live. It displays all major attributes from base vitality and strength to damage ranges, accuracy, crits, and resistances. Updating...
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Building Leyborn Idle: Character View
What We Did The Character View is here. The central hub for everything you wear, wield, and improve. It features two tabs: - Stats: Live data from your player snapshot. - Equipment: Manage...
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Leyborn Idle: Button Design Overhaul
What We Did We’ve redesigned all buttons across Leyborn Idle for better feedback and visual clarity. Each button now has a subtle press animation, refined edge lighting, and color depth that makes...
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Sneak Peek: Combat and Subzones
Sneak Peek Here’s a first look at Combat Zones and the new Subzone detail drawer. Each area shows level ranges, average stats, drop types, and mastery progress. You can preview enemies, loot...
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Inside Leyborn Idle: Item Details and Tabs
What We Did The final piece of the Inventory System is the Details and Tabs interface. Selecting any item opens a detailed panel with its icon, rarity, quantity, and future-use actions like Equip,...
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Building Leyborn Idle: Inventory UI and Filtering System
What We Did We’ve introduced a complete inventory interface built for clarity and control. Players can filter by item type, mark favorites, and search by name or tag. Tabs provide manual...
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Inside Leyborn Idle: Inventory Logic and Core Systems
What We Did The logic layer behind the Inventory System is built for reliability and performance. Items stack automatically, changes trigger live events, and the save file stays perfectly in sync....
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Building Leyborn Idle: Inventory System Complete
What We Did The Inventory System is live completing one of the biggest foundational systems in Leyborn Idle. Items now flow through a unified interface with filters, favorites, sorting, and...
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Building Leyborn Idle: Smithing View
What We Did The Smithing View is now live closing the loop between gathering, refining, and crafting. Players can take the bars produced from Smelting and forge them into weapons, armor, and...
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Building Leyborn Idle: Smelting View
What We Did We’ve implemented the Smelting View. The first step in the production pipeline connecting gathering and crafting. Players can now take ores mined from the world and refine them into...
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Balancing Leyborn Idle: Mining Tier Curve
What We Did Mining now operates on a tier-based curve that dynamically adjusts action time based on the relationship between the tool and the resource. - When tool and ore tiers match, the action...
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Building Leyborn Idle: Modifier System and UI Refactor
What We Did We overhauled the stat modifier framework and rebuilt the skill UI structure from the ground up. Modifiers like Action Speed, Tool Power, Bonus Yield, and Proficiency Gain Rate now...
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Inside Leyborn Idle: XP and Mastery Systems
What We Did Experience now flows through a unified system that handles both skill XP and individual mastery. Each skill tracks its overall level, while every item or node related to that skill...
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Building Leyborn Idle: Progression and System Overhaul
What We Did This update brings Leyborn Idle into its next stage: a complete progression framework. We implemented global XP scaling, mastery tracking per Definition, a new stat modifier model, and...
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Building Leyborn Idle: XP and Item Toasts
What We Did Added animated toast notifications for XP and item gains, giving the player clear, satisfying feedback with every successful action. When a resource is gathered or experience is...
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Building Leyborn Idle: First Base Asset Set
What We Did This week I finished drawing the first complete set of base item icons for Leyborn Idle. These serve as the visual foundation for all future equipment, materials, and tools. The set...
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Change of Direction: Leyborn Idle
What We Did We’re shifting gears. Leyborn’s development is pivoting into Leyborn Idle, a focused idle experience built on the same core systems that will eventually power the larger Leyborn world....
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Building Leyborn’s World: Tree Placement and Procedural Resources
What We Did - Forests come alive: Trees now generate procedurally across the map, giving each world its own natural feel. - Laying the groundwork: Built the framework that will also support...
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Building Leyborn’s World: ECS Camera & Input Integration
What We Did This update adds an ECS-driven camera control system, fully integrated with Unity's Input System. Highlights: - Track camera position and zoom. - Mark the camera entity for the player. -...
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Building Leyborn’s World: Citizen Spawning and Prototype Overhaul
What We Did This update overhauls how we handle prototypes, render assets, and spawning logic. Key changes: - Introduced a centralized Prototype system to manage all prototype types. - Merged render...
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Building Leyborn’s World: ECS Tick System
What We Did We implemented an ECS tick system that drives simulation time in a consistent, deterministic loop. The system: - Accumulates deltaTime - Fires TickEvent entities at fixed intervals -...
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Building Leyborn’s World: Terrain Textures and Biome Blending Prep
In this update, we’ve implemented the foundation for terrain textures across the region map. This sets us up for biome blending and richer visuals in future iterations. What’s New - Added core...
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Building Leyborn’s World: Region Map Grid Generation
Today I worked on setting up our region map grid generation system. This initial implementation sets the groundwork for all things to build off of. The region system introduces: a structure for...
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Introducing Glitchbloom: The Studio Crafting Leyborn, a Deep and Immersive Fantasy Experience
Today marks the launch of Glitchbloom, the studio creating Leyborn. Leyborn is a simulation-heavy fantasy experience inspired by the depth and complexity of genre defining titles like Dwarf...