CAPY CAKES IS OUT NOW! 🧁🐹
Don't let the "cute" fool you—this is a high-precision platformer built to test your limits.
✅ 30 Levels ✅ Speedrun Timer✅ 15 Languages
Perfect the movement. Set the record.
https://t.co/W2rTiTc6ZC
#CapyCakes#IndieGame#PS5#Speedrun
The game runs a calculation every simulated minute to check if you stay asleep or wake up. As the night progresses and fatigue drains, your tolerance drops along an exponential curve—meaning a chill that was bearable at midnight will likely snap you awake by 4:00 AM. (3/3) #GameDesign #IndieDev #PCGaming
Sleep in Heimat: The First Spring isn’t just a simple time-skip mechanism. Today I worked on the dynamic Sleep System, which acts as a tug-of-war between two main vectors: Fatigue and Discomfort. 😴🦟 (1/3) #HeimatTheFirstSpring#SurvivalGames#GameDev
Exhaustion lets you sleep through harsh conditions, but only to a point. If your "felt temperature" drops below 10°C, the onset of intense shivering makes sleep entirely impossible. Other variables—like hunger, dehydration, and mosquitoes—constantly stack onto your discomfort layer. (2/3) #IndieGame #Simulation
I also built out campfire mechanics. Ambient warmth now radiates dynamically, degrading by the inverse-square law as you step away from the flames. 🏕️🔥 If your bare feet are touching the cold ground, standing just a few feet too far back matters. (2/2) #IndieDev#Simulation #GameDesign
The thermodynamic logic for Heimat: The First Spring got a major upgrade today. Clothing insulation is no longer just a generic global stat. The system now calculates specific thermal values per garment, factored against localized heat loss from individual body parts. 🧥👖 (1/2) #HeimatTheFirstSpring #SurvivalGames #GameDev
The UI for Heimat: The First Spring is starting to take shape. Just finished implementing the in-game clock (showing the positioning of the sun and moon) alongside dedicated bars for wind speed and character wetness levels. 🕒💨🌧️ (1/3)
Fun detail on the clock logic: because the sun and moon positions are fully tied to the diurnal temperature curve, players will eventually be able to visually forecast the coldest drop of the night just by looking at the sky, letting them prepare their shelters before the shivering tax even hits.
Drop too low, and the system forces involuntary shivering. In the clip, watch the debug text shift: the moment the shivering threshold is crossed, the character's carbohydrate consumption spikes dramatically as the body burns through fuel to generate emergency heat. (3/3)
The visuals are still a work-in-progress, but you can see the raw systemic logic firing in the debug corner. The game takes the ambient temperature, factors in current wind and wetness data, and instantly calculates the exact "felt temperature" of the character. (2/3)
To survive, your body reacts systemically. Drop past your lower critical threshold, and shivering triggers automatically. Shivering isn't just flavor text; it violently spikes your character’s macronutrient consumption, forcing you to burn through calories fast just to stay alive. (3/3)
Spent the afternoon deep in thermodynamic data to lock down the dynamic climate system for Heimat: The First Spring. The baseline temperature matrix is officially dialed in: peaking in the mid-late afternoon and dropping to its absolute coldest point just before dawn. 🌅👇 (1/3)
But ambient temperature is only half the battle. I've integrated a "Felt Temperature" modifier. Just like in real life, wind currents and rain aggressively strip your body heat via convection and evaporative cooling—both hitting at once on a cold day is a real issue. 🌧️💨 (2/3)
A new week, a new dev, a new brazilian (yeah, again), and a new game, a bit similar to Mr.Slime (without a space), yet it's not the same person, but they're kinda related, but not really, at least as far as I know
Anyway: https://t.co/aJ1as41fAL
The sun has officially set on the forest. 🌅🌑
Just wrapped up the core Day/Night cycle mechanics for #HeimatTheFirstSpring. While I'm not done plugging everything together, the passing minutes won't just change the lighting—they'll tie directly into the ambient warmth system, making the hours just before dawn a real test of your ability to fight the cold.
👁️ Low-Light Navigation: To add to the realism, I implemented a proximity-based low-light vision system. 🕯️ Don't get me wrong: the night is still very dark, and it's truly hard to navigate in the middle of the night, but pixels closest to your character are rendered slightly brighter, fading into deep shadow as you look further out. You can see just enough to step carefully.
Darkness is coming. Is your fire built? ⚖️🏺
#Gamedev #IndieDev #Simulation #HardScience #SoloDev #PixelArt #BuildInPublic #SurvivalGaming
Glad you like it! I've been wanting to work on this large simulation of life in a historical fantasy world for a long time, but I'd never have the time to make it. So, instead of spending my life hoping I can make it as a passion project once the studio has solid legs under it, I figured I'd take the most fundamental part of it and turn it into a standalone thing. If people like it, I can then make a sequel which focuses on a different aspect of life in that world and introduces new systems.
In most survival games, sleeping is just a "skip night" button. In #HeimatTheFirstSpring, it’s a tactical calculation. 🪺💤
Today I overhauled the sleep system to completely track dynamic fatigue. The harder you work during the day, the more sleep your character actually requires.
📉 Sleep Debt: Dragging your feet from the day before? A hidden sleep debt accumulates, which eventually affects your stats until you catch up.
🪵 The Quality Loop: Remember the raised and insulated beds we built last week? Poor bed engineering (convection/conduction loss), as well as factors like illnesses now directly affect sleep quality, cutting your energy recovery.
🦊 Midnight Awakenings: You are never entirely safe. The fire dying out, a sudden storm, or local fauna can interrupt your sleep.
Sleep wisely. The wilderness doesn't pause when your eyes close. ⚖️🏺
#Gamedev #IndieDev #Simulation #HardScience #HistoricalRealism #SoloDev #PixelArt
Getting awoken by the rain or a curious fox doesn't just ruin your night—it leaves you starting the next morning with an immediate penalty to your physical output, forcing you to choose between pushing through the exhaustion or wasting daylight resting. 🪵⏳
#SurvivalSim #HeimatTheFirstSpring
🎮 GIVEAWAY – Where Moss Grows 🎮
🎁 1 key (winner chooses region)
How to enter:
❤️ Like
🔁 RT
👥 Follow @xoShira_, @yzo_studio, @HyperrealityEnt
👤 Tag a friend and type your region
📺 Must comment and like the video → https://t.co/vjU4n339fL
🏆 Winner revealed May 23th!