DAYONโs Steam page is currently under review and getting ready to go live. Here are a few recent in-game shots. All images and footage shown are captured from actual gameplay, with no DLSS 5 applied. This is the visual quality weโre targeting for release.
Two new hairstyles added to character customization. Fully supports hair physics, and like all customization in DAYON, there are no gender restrictions.
Finalizing the physics for DAYONโs pleated skirt.
The pleats are modeled as actual geometry, with a ~1,000-vertex simulation mesh at LOD 0. The simulation topology follows the pleat structure, allowing each fold to open and close independently with movement rather than simply stretching the surface.
Simple silhouette. Not-so-simple behavior.
#DAYON #UnrealEngine
Refining the city after dark.
Weโve reworked the window shading around real-world lighting observations, balancing interior contrast and light intensity to give ceiling lights a clear presence without flattening the space behind them.
This is part of a broader pass on lighting, shadows, and art direction across the city.
#UnrealEngine #GameDev
A small studio set inside DAYONโs GM test zone, built for character customization, clothing, and hair/groom testing.
Even with just the customization types currently implemented, over 1,000 unique character combinations are already possible.
The lighting is set up as a neutral reference to keep characters, clothing, hair, and materials consistent across different environments.
This huge underground facility is currently used for development, but will eventually become a player-owned propertyโpurchasable with in-game currency and customizable with props. Thereโs also a small office overlooking the entire space.
All current MONOWORKS branding, Korean decals, and development signage are temporary and will be redesigned for the player-facing version.
#gamedev