Making Mineral #03

A Return to Posts

As we hit release on Steam we had to take a Pause on the Making Mineral updates. Now we’re back and we are going to dive into things such as production changes, upcoming features, bug fixes and so much more.

Refining the Look

Over the Development of Mineral we had one core visual goal, a simple yet effective low-poly art style, which we have stuck to and iterated over the development period.

The Cloudlands, our first world, is one of our best demonstrations from post-prototype (top) and initial release (bottom). Some elements, such as tree design and foliage, hasn’t changed, but the layout, platform design and atmosphere has gone through plenty of design refinements, updates and optimisations.

We also set out to give each world it’s own distinct and branching look as we worked through each of the 5 Core Worlds.

What we are Working on

Right now we have hit Steam release, but we still have Consoles and Epic Games to update and optimise for, this also includes the transition to Unreal Engine 5 along with a few other secret updates we can’t yet talk about, but I hear they’re quite Noble.

We are also constantly providing patches and updates to Mineral on Steam and we are currently at Revision 1.0.9 as of this post, with more fixes and optimisations to be made, we’re a small team so little bugs can get missed, even from our closed beta and other pre-release testing we’ve done.

What to Expect

We are aiming to provide weekly/bi-weekly updates from the 18th August (2024) about the progress we are making, bug updates, along with some more snippets of how we made mineral.

Feel free to keep up with us on social media as we’ll also be posting bits on there too!