Archive

  • 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...

  • 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...

  • 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...

  • 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....

  • 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...

  • 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....

  • 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...

  • 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:...

  • 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...

  • 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,...

  • 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...

  • 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...

  • 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...

  • 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...

  • 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...

  • 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...

  • 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...

  • 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...

  • 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...

  • 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,...

  • 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...

  • 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...

  • 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....

  • 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...

  • 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...

  • 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...

  • 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...

  • 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...

  • 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...

  • 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...