August 30, 2026
Devlog 01: Hexes, terrain, and clouds
Building the first visible slice—from a coordinate-labeled debug grid to compressed terrain and procedural clouds casting shadows overhead.
Read the post →Notes from the making of Rogue Provisions—what we are trying, what we are learning, and how the game is taking shape.
August 30, 2026
Building the first visible slice—from a coordinate-labeled debug grid to compressed terrain and procedural clouds casting shadows overhead.
Read the post →