Vuntra City
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vuntracity.bsky.social
Vuntra City
@vuntracity.bsky.social
City exploration game in development for VR and flat screen.

Steam: https://store.steampowered.com/app/2859220/Vuntra_City/
Discord: https://discord.gg/UU3CbNnJDp
Having a lot of fun with the NPC AI and dialogue. The NPCs will now freak out and run away if you hit them (or throw anything at them) and refuse to talk to you. They will calm down shortly, but still expect an apology.

#gamedev #indiegame
January 16, 2026 at 2:50 PM
I refactored some of my NPC spawn code to make them aware of their work and home locations no matter where they currently are. So now they can tell you where they live or work if they like you enough.

Now excuse me while I fix the million bugs I've just created 😆

#gamedev #indiegame #procgen
January 15, 2026 at 3:39 PM
Implemented the NPC dialogue interaction in VR as well. This is probably not the final state of it, but for now I am moving on to the dialogue + personality + relationship system that I've planned for the NPCs.

#gamedev #indiegame
January 12, 2026 at 4:34 PM
Working on the NPC dialogue UX. Don't mind the text, it's just a placeholder for now. The sounds are also not final. What do you think so far?

#gamedev #indiegame
January 11, 2026 at 6:59 PM
Youtube alerted me that my channel got over a million views, and my mind is blown 🤯 I know it's not a lot by youtuber standards but I just can't wrap my head around the idea that a number of people equivalent to a small nation saw my videos.
January 11, 2026 at 11:53 AM
People watching in Vuntra City today.

#screenshotsaturday #gamedev #procgen
January 10, 2026 at 10:00 AM
The NPC talking interaction is very straightforward in flat screen, but less so in VR. So far the one I came up with is targeting the NPC with your hand the same way you target items and then pressing "Interact". But I'm open to other suggestions.

#gamedev #indiegame
January 9, 2026 at 12:21 PM
I started implementing NPC interactions and I accidentally...
January 6, 2026 at 3:02 PM
Just added floating text that indicates which floor an NPC went to when they use an elevator. Makes stalking so much easier! 🕵️‍♀️
January 1, 2026 at 6:48 PM
Happy New Year everyone! May the next year be better than the last!

#happynewyear
December 31, 2025 at 10:03 PM
The NPCs at parties will now dance! This applies to both the interiors, public spaces, and rooftops.

#indiegame #gamedev
December 30, 2025 at 9:04 PM
I've clustered the NPC schedules around the 9-5 work schedule, so now there are rush hours and common leisure hours, and it's pretty neat! There are still outliers who work in the middle of the night, but they are rare (probably game developers like me 😅).

#screenshotsaturday #gamedev #procgen
December 27, 2025 at 9:31 AM
One benefit of enabling foot IK for sitting animations is that sometimes the NPCs will unexpectedly adapt their foot positions to the quirks of the furniture in really organic looking ways.

#gamedev #indiegame
December 25, 2025 at 3:24 PM
I got a little distracted by playing around with javascript trying to come up with a style for my personal website that I plan to revive. So I came up with this iridescent shard transition.
December 23, 2025 at 4:21 PM
Bro didn't see that coming 🤾‍♀️ (I swear I'm not a psycho, just messing around while recording a new devlog).
December 21, 2025 at 11:28 AM
The City is looking particularly romantic tonight!

#screenshotsaturday #gamedev #indiegame
December 20, 2025 at 5:58 PM
One problem with this though is that the poses with hands resting on legs look off. And since I don't feel like tracing IK for the hands as well, I think I'll just exclusively use sitting poses for which this is not a problem for chairs that are too tall or too short 😆
December 20, 2025 at 10:15 AM
I have re-enabled foot IK for sitting animations with some modifications to make sure the NPC's feet always rest on the ground (or dangle in the air if they can't reach it) while sitting and it works pretty well!
December 20, 2025 at 10:12 AM
Had to tweak the head and hands scaling numbers to absurd values trying to figure out why the hair and beard attachments were sometimes off. And got this stuff of nightmares 😖

#gamedev #procgen
December 16, 2025 at 2:27 PM
Some neon city glow for #screenshotsaturday.

#gamedev #indiegame
December 13, 2025 at 8:34 AM
Refactored the core city layout generation code today to cache some of the calculations and got a huge performance boost across the board. I didn't even realize how much that code was being used by the game objects and how much computation I could save by caching. Feels good! (Pic unrelated)
December 11, 2025 at 8:08 PM
I refactored my code that generates a density map for the city to be more detailed and loved the resulting texture so much that I felt compelled to use it in the game. So I added these parallax map displays kind of like some cities have miniature versions of them.

#gamedev #indiegame #procgen
December 10, 2025 at 2:34 PM
I am starting to lay the groundwork for giving the procedural NPCs personalities and interests, and I just can't wait! Getting so excited just thinking about it. But I still have some boring refactoring and optimization work to do first.

#gamedev #indiegame #procgen
December 5, 2025 at 11:59 AM
The weather may be gloomy outside but it's always sunny in Vuntra City! (Except when it's not)

#screenshotsaturday #gamedev #indiegame
November 29, 2025 at 3:44 PM
NPCs in Vuntra City be like
November 26, 2025 at 5:49 PM