
A lot of work has gone into the game lately: beekeeping is now fully implemented, the Scurren equipment set is complete, the new alchemy system is finished, and I’ve fixed hundreds of bugs along the way.
Beekeeping
While exploring forests and meadows, you can now find wild beehives.
Destroying one is not exactly safe — you’ll have to survive the angry swarm — but you can recover honeycombs and capture some of the bees living inside. These can be gatherers, builders, defenders, larvae, or, if you’re lucky, even the Queen.
Once you have a Queen, you can build a primitive clay hive and start your own colony around her. Place the hive on the meadows and the family will begin gathering resources and producing honey.
But your colony is not alone.
Other wild bee families live on the same meadows, and they may attack your hive to steal the Queen, larvae and honeycombs.
Of course, you can do exactly the same to them if you think your colony is strong enough.
Alchemy
The entire alchemy system is now finished.
Recipes still define what you’re making, but they no longer define the final effects. Those now come from the actual ingredients you prepare and use.
Plants can be dried, ground, infused, extracted, filtered, concentrated, heated, diluted and mixed. Every step changes the material itself — its mass, concentration, available compounds and side effects. Nothing simply gets a hidden “better/worse” multiplier.
Carriers matter too. Water, honey, fish oil, wax, blood and worm juice extract different compounds and behave differently depending on whether you turn the final mixture into a drink, salve, compress, weapon coating or even an aerosol cloud.
The same recipe can therefore produce very different results depending on how you prepare it.
A simple Aloe + Plantain remedy could become a basic healing salve, a concentrated medicine with much stronger healing, or a badly prepared mixture that barely helps and causes severe nausea.
There is no purity score and no random final crafting roll.
The game simply simulates what you made and shows you the result.
The goal is simple: easy to use if you just follow a recipe, but with plenty of depth for players who want to experiment with the chemistry behind it.
Scurren / Windmill Equipment
The equipment branch connected to the Scurren Windmill instance is now complete as well.
All recipes have been reworked, and the full equipment set can now be crafted from actual resources.
To begin crafting it, you first need to find the workbench blueprint inside the Windmill instance. Once the workbench is built, the equipment recipes become available.
The craftable set currently includes 12 pieces of clothing and armor, a sword, a one-handed mace, a two-handed mace and a shield.
There are also 16 extremely rare Scurren equipment pieces that cannot simply be crafted. These can drop randomly from Scurren creatures.
Rare equipment can be repaired and upgraded, so finding a good piece is only the beginning.
If you manage to craft or obtain equipment of Quality 3 or higher, attachment slots start opening.
There are currently 7 equipment attachments and 4 weapon attachments, providing additional armor, defense and damage.
I also finished the core equipment system itself.
Every equipment piece now has two important defensive values:
Armor directly reduces incoming damage.
Defense is effectively the durability and health of the equipment itself — another layer of health standing between the player and serious injuries.
Injuries are still being worked on, and equipment will play a major role in protecting the player from them.
I’ve also reworked several lootboxes and fixed hundreds of bugs across the game.
Thanks for following the development.
See you in Runelight.























I'll tell you a little about the map I'm working on, if anyone is interested of course. 


