Dragginz Dataworld Progress Update

TL;DR

  • 1,100+ commits delivered by the team.

  • Work spanned across gameplay features, visuals and UI systems, core technology, world building, and bug fixes.

  • The project is now richer in features, more stable, and better optimized.

Gameplay Features

Dialogue

  • Ability to grant Items and Currency rewards

  • Ability to assign and progress Quest objectives

  • Refactoring to support upcoming backend integration

Cooking

  • Added support for recipes to require a Substance as an ingredient

  • Added system for earning Cooking XP and Cooking Skill Level

  • Added Recipe Proficiency system (Stars)

  • Recipe discovery via Experimentation is now based on the recipe “signature”

Quests

  • Ability to configure new quest objective types

  • Ability for quests to reward Items and Currency

  • Ability for quests to be grouped and given a group reward

  • Updated quest tracker module in the main HUD

  • Implemented a new Quest Log to view detailed quest information

Your Draggin

  • Implemented Draggin reaction animations and VFX when being fed

  • Added ability to feed pet via drag & drop

  • Added Draggin pet nameplate to in-world UI

  • Added ability to feed multiple quantities of the same item to your Draggin

Interactable Props

  • Added new “Resource” prop types from which players can collect a Substance

  • Added new “Smashable” prop type that can be destroyed and grant items or currency

  • Added new “Examinable” prop type for Signs and other readable information

  • Added new “Switcher” prop type to toggle between two states (ex. light switch)

  • Added new functionality to “Harvestable” prop types

Misc

  • Added Game World Clock that changes ambient lighting based on the Fire Cycle

  • Added the new item type “Vessel” that can store a Substance

Visuals & UI

General

  • Updated URP Render Pipeline settings

  • Updated world skybox

  • Updated Pan camera movement and character steering controls

Notification System

  • Added a large format notification for first-time Item and Recipe discoveries

  • Added a small format notification that displays when acquiring items

Lighting

  • Implemented lighting service

  • Implemented specific lighting on Character and Draggin

  • Created new lighting Shader used by props

  • Added light source functionality to various props (Glowing Snail, Crystals, etc)

User Interface

  • UI refresh to Item information hover cards

  • UI refresh to Backpack inventory

  • UI refresh to Cooking skill station

  • UI refresh to Quest tracker

  • UI refresh to Shops

  • UI refresh to Compass

  • UI refresh to Draggin radial menu

  • UI refresh to Draggin egg hatching

  • Updated outline system for targeted objects

Technology

General

  • Updated to Unity 6.x for its improvements and long-term compatibility

  • Implementation of Client DTO architecture for all gameplay features

  • v2.0 backend integration

  • Integrated MCP AI tooling (Model Context Protocol)

  • Large cleanup of legacy or obsolete systems

Dev & QA Tools

  • Ability to teleport to a safe location or specific map coordinate

  • Added a suite of Quests tools - list, assign, complete, remove, set progress

World Building

World Editor

  • Implemented a new block terrain meshing strategy to improve performance

  • Ability to generate foliage ground cover scatter

  • Added ability to configure the attributes of a placed prop within the Editor

  • Added Start Location and Safe Location props

  • Updated data structure for the Saved Maps and Edited Maps

  • Added new key bindings to set the target prop as active selected prop

  • Ability to hide the Prop selectors or adjust max render distance

  • Ability to set and store offset positioning of props

  • Added experimental river and waterfall terrain blocks

Custom Props

  • Beds with multiple variants

  • Bedside table with multiple variants

  • Bookshelf, book sets, and standalone books with open and closed options

  • Buckets with water, milk, dirt, or empty variants

  • Berry Bush for harvesting

  • Candles with multiple variants

  • Charcuterie board with food stuffs (cheese, bread, grapes, snack bowl)

  • Clay Pots with multiple variants

  • Wood Chest - With open/closed states and animations

  • Treasure Chest - With open/closed states and animations

  • Crystal clusters with multiple variants

  • Cooking Pot - with animations and VFX

  • Rustic Wooden Dinner Table

  • Rustic Wooden Stool, Chair, and Bench

  • Rustic Kitchenette with sink, bottles, plants, cooking utensils

  • Kitchenware - cutting boards, cooking utensils, bottles, mortar & pestle

  • Dinnerware - plates, bowls, cups, utensils, salt & pepper shakers

  • Tavern Mugs with multiple variants

  • Gardening Table with shears, trowel, plant pots

  • Abandoned Nest with Eggs

  • Wall Mirror

  • Stone Fountain with flowing water VFX

  • Sign Posts with five variants

  • Glowing Snail creature with lighting on/off animation

  • Grub creature with idle animation

  • Stuffed plushie “Grubby”

Goals for Q4 2025

  • Server Integration - Major changes to Mimic and ICU in the creation of Toko means some parts of the Dataworld integration need to be updated. We aim to restore client backend integration with Mimic; Starting with Authentication, Character Creation, Character save/loading.

  • Storage Solution - Implement elegant solution to handle receiving quest rewards when you inventory is full.

  • Loot System - Game design and a v1 implementation of the basic loot system.

  • Fauna - Small, triggered vfx-style fauna, aka “Boids”. Bees, fireflies, skittering bugs.

  • Flora - Continue iterations on generated groundcover, including trees.

Once all this is done, we should be good to release a playable version of Dragginz that is available for all to play!

27 Likes

:clap:

Does this mean we can expect a playable client this spring?

That is the goal, if the gods of Rust deem it so…

Awesome updates! I see support for MCP servers. Does that mean you can connect any MCP server and use it inside the game?

No that’s just us training a model on all the code for development purposes.

Maybe there will be a way in the future to allow people to design using LLMs, I have no idea!

3 Likes

Awesome work guys remember you dont need sleep! :wink:

1 Like

I say this with full genuine enthusiasm. I wish you all the best luck in the world.

You are both very talented game designers, and the IC is lucky you’re building a game on it. I am fully routing for your success. If Dragginz succeeds, it’ll help the IC to succeed.

Honestly. I really am excited for Dragginz to launch. The negativity directed at me is not mutual.

We have a lot to look forward to over the next 6 months!

2 Likes

Looks like this is going to be absolutely epic! Can’t wait to play it. Thanks for sharing progress. When I have some more time I’m interested in getting a better understanding of the architecture and how it all slots together.

3 Likes

2 Likes

wow! can’t wait to play it!…

Welcome to the community, person with hidden profile! Here we go again…

3 Likes

I am not lactose intolerant

1 Like

Daft punk anyone?

1 Like

(post deleted by author)

4 Likes

Someone sells holdings, shock!

3 Likes

Can you stop with these constant offtopic spam posts, thanks

3 Likes

Do you see any other offtopic post in this thread besides @Caesar but at least he isn’t constantly spamming in unrelated threads, you don’t have some more productive work to do, like buiding something on the IC mr type2dev?

3 Likes