Work in progress · Godot 4.7

Everdusk

A calm open-world exploration game. The world grows from a seed and streams in around you: forests, rivers, dunes, caves, villages and old research sites. Explore on foot, or roll out in a sci-fi expedition truck.

5Truck scans kitbashed
3Hub modes
83.8kTruck triangles
7Village cultures
16.6ms frame target
01 · The world

Real scans, warm light

Every tree, rock and ground texture is a real scan or photo, not low-poly art. Gradient skies, layered haze, warm sun shadows and filmic colour do the rest.

A river valley
River valley
An autumn wood
Autumn wood
A red maple on the hills
Red maple
A forest village by a river
Forest village
A river seen from the air
From the drone
A green meadow
Tepui meadow
The world map
The map

Streamed terrain

Terrain regions are built on the GPU from a plan made from the seed. Rivers are splines that the terrain, water, physics and plants all share.

Places to find

Villages from seven cultures, ruined towns, highways with bridges, harbours, lighthouses, caves and research sites.

Day into night

A moving sun and moon, warm evenings and starry nights. Viewpoints, wrecks, supply caches and camp sites to find.

02 · The expedition truck

Built from five trucks

A Rivian R1T cab and bed, a Silverado EV front, a Sierra spare and bull bar, and a Hummer EV skid plate. On top: track pods, a roof hatch for the drone, a camp and rim lights.

The truck at night with every light on
Every light on
The truck in daylight
Daylight render
The truck on track pods
Track pods
Parked in the dunes
In the dunes
The drone on the roof hatch
Drone hatch
The camp at dusk
Camp at dusk
Night lights in the game
Night drive
Track pods in the game
Pods in the game
The truck afloat
Afloat
The cockpit view in the game
Cockpit view
The cockpit render
Cockpit render

Hub modes T

Road tyres, chunky mud tyres or triangular track pods. The old parts shrink into the hub and the new ones grow out.

Live suspension

The front wishbones and rear trailing arms swing, and the coilovers stretch with each wheel.

Scout drone O

The roof hatch slides open, a pad rises, and the drone flies out with a searchlight. It flies home to dock.

Camp K

A slide-out kitchen, a roof tent on gas struts, an awning room with walls and a door, and a bonfire. Climb the ladder to sleep.

Lights

A light bar, rock lights, beacons, a searchlight you aim, and rim rings that glow by mode.

Sensors

Infrared, LiDAR, radar, a sonar map, a sample scanner, a winch and auto-drive along roads. It floats and paddles off the shore.

03 · Field log

Work in progress

Everdusk is built in parts. Each part passes automated checks first, then gets played on screen.

  1. 01

    Foundation

    Project set-up, tools to fetch and check assets, and a benchmark scene that meets the 60 fps, VRAM and RAM targets.

    Done
  2. 02

    The streamed world

    Streamed Terrain3D regions, real scanned plants drawn with MultiMesh, and rebuilt rivers and sea.

    Built
  3. 03

    A post-apocalyptic world

    Villages, ruined towns, highways and bridges, harbours and sci-fi research sites.

    Not yet tested in play
  4. 04

    The expedition rover

    The first vehicle, the scout drone and the day and night cycle.

    Partly tested
  5. 05

    Menu, saves and camp sites

    A main menu over a live scene, new games from any seed, saves and settings. Points of interest, camp sites and bonfires.

    Not yet tested in play
  6. 06

    The expedition truck

    The truck replaces the rover, with hub modes, suspension, the drone hatch, the camp and rim lights. Its automated checks pass apart from two ride-comfort checks.

    Not yet tested in play