Weekly Logbook: Kickstarter Page, EU Trademark and Our First Mine
Our first Weekly Logbook
Starting today, we write a Weekly Logbook every Friday. In it we look back at the last seven days: what got finished, what we tried out and what we are building right now. And this week was a special one.
Two milestones
Our Kickstarter page is up, and with it the first trailer for Call Me Human. We also filed Call Me Human as a trademark in the EU. For a small family studio like ours, both still feel a little unreal.
What you could already read this week
- The worlds now have names, from Veyl to Ignar.
- Our first gameplay video from the snowy test world.
- Our story: why we are making a pixel RPG as a family.
- Filling chests by hand: how loot gets into the game.
- Who is M.E.M.O.? Your robot companion with a dry sense of humor.
- A little lighting tweak with campfires, lanterns and long shadows.
- Together on Veyl: laying the foundation for co-op.
- The enemy test with all 39 creatures.
- House building polish and a home that feels alive.
- The professions, from farmer to blacksmith.
New: our first mine
Something we haven't told you about yet: we are building the first mine. It sits right in the starting area, so you get a feel for digging early on. Three floors lead down, with ores to mine and a few residents who won't exactly welcome you down there. You can break down the chunks you find, and what you mine now matches the rock it comes from.

Right now we are testing two versions side by side to feel which one plays better. The picture at the top gives you a first look at the painted version: torches, ore chunks and glowing crystals. More on that once the mine is finished.
Fishing with a feel for it
Fishing is now a profession of its own. We told you in the professions post how casting, the bite and reeling in feel. We will show you pictures from the water as soon as our fishing spots have their final polish.
Music that follows the day
Every time of day now has its own music. Veyl sounds different during the day than in the evening, and at night it gets calm and mysterious. Each area has several tracks that take turns, so it never gets repetitive.
Stairs, bridges and lava
In our Terra Engine, the tool we build the world with, we added stairs, bridges, vines on cliffs and the first lava. Cliffs get rounded edges, and grass and trees now sway in the wind.

A quick look behind the scenes
A lot of this week's work went into things you don't see: the game now saves automatically, older save files keep loading safely, and we laid the groundwork for enemy strength, gold and damage. Our Terra Engine also loads much faster, which saves us a lot of time while building.
What's next?
Next week we keep working on the mine, and the Kickstarter campaign is getting closer. If you want to be there from the start, follow our Kickstarter page so Kickstarter lets you know the moment it launches.
On Kickstarter: Notify me on launch
You can also join our waitlist: Join the waitlist