DevBlog November 2025 - a First Look at an Upcoming Area

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DevBlog November 2025 - a First Look at an Upcoming Area

Greetings, Taernians!

Today it’s all about the good stuff.

In the previous DevBlog, we promised that we’d show you the behind-the-scenes of the creation process of the new area and it’s time to reveal the first secret.

Behind the Scenes of Creating a New Area

Location - Fine Detail Illustration

All right, let’s start with the most interesting part.

As you’re reading this, we’re working on a new expansion - a new area filled with new locations and opponents. Today we’ll show you the concept art that forms the groundwork for the atmosphere.

This DevBlog will be very visual-oriented. (Let us know on the Discord if you like this type of content).

We can’t give you the name of the expansion yet, but we’re sure you’ll quickly discover what kind of danger is threatening all of Haligard.

And yes, just as the updated roadmap says, we want to release this update in the first quarter of 2026.

Until that time, we’ll be giving you sneak peeks and various elements from the production process.

Mob Creation Process 

Before we dive into the mob itself, let us give you some context.

When working on an expansion, all its elements - from the architecture, through vegetation, to single mobs - come a long way. 

The work begins with an idea, and not a random “let’s make an ugly wolf.” (Although it'd be nice if it worked that way)

This idea must stem from the atmosphere of the expansion. From the very beginning, we know what emotions, threats, and moods the new area has to evoke, so every opponent must communicate this at first glance.

That’s why we begin with assumptions:

  • who is the mob supposed to be?
  • what is its role plot-wise?
  • what should its appearance suggest?

Only then do our artists start drawing. The result is a lot of sketches:

Wolf Creature Concept - Set 1

It’s the discovery stage. We’re looking for the right anatomy and mood.

We ask ourselves questions:

  • Should it look more aggressive?
  • More blighted?
  • Or perhaps wilder, more unnatural?
  • Does it fit with the rest of the mobs?
  • Is there any way it stands out?

Step by step, it’s getting darker.

The sketches are more and more detailed: bones, taut tendons, twisted limbs, exposed flesh.

All of this to visually tell you: “this thing ceased to be a normal animal a long time ago”.

Now it’s time to take a look at the plethora of sketches to choose the one that fits the project assumptions.

Wolf Creature Concept - Set 2

In this case, we mixed and matched several drafts. We chose a flesh-wolf with a lot of holes and some jutting bones for good measure.

Once we have chosen the final sketch that best conveys the atmosphere of the expansion and fits all plot-related assumptions, we begin the next stage.

Wolf Creature - Final Concept

Modeling

It’s the moment when a flat drawing becomes a 3D character.

Wolf Creature - High Poly 3D Model

3D artists begin with breaking down the figure into volumes, muscles, and proportions. They check how the body holds in space, how the limbs work, and how all those sick, irregular anatomical elements behave. After all, they may look great in the concept art, but they also have to make sense in 3D.

The next stage is rigging (adding the skeleton). It allows the model to be animated.

Each joint, limb, and twisted part of the body must be “attached” in the right way so that everything sticks together and doesn’t break apart unnaturally (well, at least not more unnaturally than planned) when running, jumping, or attacking.

Now it’s not just a prototype anymore. It’s a construct that has to be prepared for its life in the engine.

Wolf Creature - Texture

Then It Is Textures Time

Because no mob can walk around the game world as a gray, unskinned mannequin.

That’s why we cover the whole thing with details: skin, fur, scars, discolorations, jutting bones.

Color, shine, “softness”, deformations - it all makes the model look like something that could catch you in a place where you definitely don't want to get caught.

And only when this stage is ready, the model can be implemented into the game. Its animations and attacks are tested and sounds are added to make sure the impression matches the assumptions.

Wolf Creature - Visualisation

(And keep in mind that this is only one mob. :D)

In addition to that, there are many mobs like this one and each goes through the process from plot-related assumptions, through dozens of sketches, to the final shape. Not to mention that each mob also needs a list of attacks and other gameplay elements. 

What Happened to the Greater Hawk?

Lastly, something that has been the talk of Discord for the last couple of weeks.

First of all - thank you for all your feedback. Generally, the reception was positive, but you also shared some specific suggestions and observations. 

You helped us determine what worked and what needed to be fixed. 

Long story short: changes are needed because the Greater Hawk has started playing a different role than intended.

It was the dominant place where you could quickly farm rare loot.

That’s why we’re introducing some fixes that you have already seen in the changelog: a more reasonable entry limit, decreased loot, additional tactics, modification of the boss strategy with the Ha'at orb, minimum level requirement, and also entry cost reduction when running the boss in a party.

All of this should make the instance work as intended, meaning as a way to add variety and even more fun to your everyday gameplay.

Your feedback had a real impact on the final changes. Of course, we’ll continue to monitor the Greater Hawk even after the update.

And that’s all in this episode of the DevBlog.

Let us know on Discord what you think about it and whether you like this sneak peek behind the scenes. 

Thank you for staying with us and helping us shape a world that is living, growing, and still full of surprises.

As always, see you in the game.

Broken Ranks Dev Team