Devlog #001: Exploring Environments
dev 03 Jul 2025

The Forests: Different Types, Different Risks

One of the first things we tackled was creating diverse forests that feel alive and meaningful. You’ll find leafy, boreal, dead, and other forest types — each with unique resources like medicinal herbs, berries, mushrooms, and wood.

What’s cool is how resource rarity increases the deeper you go, but so does the risk. We wanted to make venturing into the wild feel tense — you never know if a trader might pop up or if you’re walking into an ambush.

Also, night in the forest is a big deal. Without a flashlight, it’s pitch black — which isn’t just about visibility, it actually changes how you experience danger. Darkness is a mechanic in itself.

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Roads: More Than Just Paths

The roads system was tricky but fun to design. We’ve included everything from wide regional highways to gravel roads and narrow footpaths. Moving on roads is faster, especially if you’ve got a vehicle, but that speed comes with risk.

There are abandoned cars to scavenge, but bandits and hostile mobs often use the roads too — especially near blind turns or narrow passages. It’s a constant balance between risk and reward when you’re deciding whether to stick to the road or veer off into the wilderness.

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Fields and Towns: Life in the Ruins

Fields offer a little breathing room but also hide valuable resources. We made sure certain plants and materials only appear in specific environments — like mushrooms in forests or rare herbs near rivers. It’s all about encouraging players to explore and learn the world.

Towns are another big focus. They’re not just backdrop; they’re living hubs. Marketplaces let you trade with NPCs, police stations can have ammo or weapons, and you’ll find dungeons and houses packed with loot — if you’re brave enough to venture inside.

We’re using procedural generation here too, so each town feels unique and packed with its own stories, threats, and opportunities.

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Behind the Scenes: How We’re Building Yugopunk

We’re developing Yugopunk in Unity, but with nearly all core systems — like the terrain engine, 3D asset placement, weather, and day-night cycle — custom built from scratch. This lets us tailor the experience exactly how we want it, creating a world that feels coherent but full of surprises.

Lighting is a huge part of setting the mood — from dappled sunlight in the trees to eerie glows from broken factories. We’re focused on making every corner of the world immersive, visually and emotionally.

Resource distribution is carefully balanced to make exploration rewarding but risky, so you’re always thinking about where to go and when to push your luck.

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That’s it for our first devlog! We’re really excited to share more about Yugopunk’s world and gameplay as we progress. Stay tuned!


Until next time,

Sunbox Games

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