2026-10-20

Devlog #17: Faster frames, a proper build of the game, and real models for loot

This round covers 20 October. We spent the day getting Beyond to run faster and to work as a real packaged game, the kind you double-click to launch, not just inside the editor. Making that build turned up a handful of bugs that only show up outside the editor, and we fixed them. The bows got fixed too, and we started replacing the placeholder boxes in the inventory with real models.

A town in the packaged build
A town in the packaged build

Performance

We profiled the game in a standalone build and went after the biggest costs.

What we haven't done yet: the graphics side. The grass and its shadows are the biggest cost there, and that's a look decision we haven't made yet.

A packaged build, and what it found

Up to now we've mostly played Beyond inside the editor. This time we made a full packaged build, the same kind players would download, and played that. A few things that worked fine in the editor were broken there:

The town by the motel, back in the packaged build
The town by the motel, back in the packaged build

Bows that work

The motel yard
The motel yard

Smaller fixes

The main menu pose with a bow
The main menu pose with a bow

Real models for resources

Until now most items in the game were placeholder grey boxes. We've started replacing them, beginning with resources.

The new resource icons
The new resource icons
Resources lying in the grass at item size
Resources lying in the grass at item size

Dropped items are the right size now. Before, anything you dropped showed at the model's full size: metre-wide cubes, or planks standing two metres tall. Now they land at your feet at item size. While testing the packaged build we also caught a bug where dropping something deleted it. That's fixed too.

Scrap metal on the ground
Scrap metal on the ground

Not finished yet:

What's next

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